상속: GlTF_Writer
    // Returns the gltf mesh that corresponds to the payload, or null.
    // Currently, null is only returned if the payload's 'geometry pool is empty.
    // Pass a localXf to override the default, which is to use base.xform
    public GlTF_Node ExportMeshPayload(
        SceneStatePayload payload,
        BaseMeshPayload meshPayload,
        [CanBeNull] GlTF_Node parent,
        Matrix4x4?localXf = null)
    {
        var node = ExportMeshPayload_NoMaterial(meshPayload, parent, localXf);

        if (node != null)
        {
            IExportableMaterial exportableMaterial = meshPayload.exportableMaterial;
            if (!G.materials.ContainsKey(exportableMaterial))
            {
                var prims = node.m_mesh?.primitives;
                var attrs = (prims != null && prims.Count > 0) ? prims[0].attributes : null;
                if (attrs != null)
                {
                    ExportMaterial(payload, meshPayload.MeshNamespace, exportableMaterial, attrs);
                    Debug.Assert(G.materials.ContainsKey(exportableMaterial));
                }
            }
        }

        return(node);
    }
    // Exports camera into glTF.
    // Unused -- if we want to export cameras, they should get their own section in the Payload
    // and the payload-creation code will take care of doing basis conversions, coordinate
    // space conversions like AsScene[], etc.
#if false
    public void ExportCamera(Transform tr)
    {
        GlTF_Node node = MakeNode(tr);

        Debug.Assert(tr.GetComponent <Camera>() != null);
        if (tr.GetComponent <Camera>().orthographic)
        {
            GlTF_Orthographic cam;
            cam       = new GlTF_Orthographic(G);
            cam.type  = "orthographic";
            cam.zfar  = tr.GetComponent <Camera>().farClipPlane;
            cam.znear = tr.GetComponent <Camera>().nearClipPlane;
            cam.name  = tr.name;
            G.cameras.Add(cam);
        }
        else
        {
            GlTF_Perspective cam;
            cam              = new GlTF_Perspective(G);
            cam.type         = "perspective";
            cam.zfar         = tr.GetComponent <Camera>().farClipPlane;
            cam.znear        = tr.GetComponent <Camera>().nearClipPlane;
            cam.aspect_ratio = tr.GetComponent <Camera>().aspect;
            cam.yfov         = tr.GetComponent <Camera>().fieldOfView;
            cam.name         = tr.name;
            G.cameras.Add(cam);
        }
        if (!G.nodes.ContainsKey(tr.name))
        {
            G.nodes.Add(tr.name, node);
        }
    }
예제 #3
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 // If a node with this name is already in the scene, return that node, and created = false.
 // Otherwise, returns a newly-created node, and created = true.
 // It's considered a user error to ask for the same node twice with 2 different matrices.
 //
 // It's up to the caller to figure out if "node already created" is an error or not.
 // As best as I can tell, we might try and create nodes of the same name if (for example)
 // we create a gltf_light and gltf_mesh with the same ObjectName, because both of those
 // create a gltf_node to point to the gltf_light and _mesh objects.
 //
 // Since gltf_node has slots for both lightName and meshName, it can be used as both a light
 // and a mesh; so callers should probably not care if created=false; they should instead check
 // whether meshName == null. Or perhaps, they should first check to see if they're creating
 // a duplicate mesh.
 public static GlTF_Node GetOrCreate(
     GlTF_Globals globals, ObjectName o,
     Matrix4x4 mat, GlTF_Node parent,
     out bool created)
 {
     return(GetOrCreate(globals, GetNameFromObject(o), mat, parent, out created));
 }
    // This does once-per-light work, as well as once-per-material-per-light work.
    // So this ends up being called multiple times with the same parameters, except
    // for matObjName.
    // matObjName is the name of the material being exported
    // lightObjectName is the name of the light
    public void ExportLight(LightPayload payload, IExportableMaterial exportableMaterial)
    {
        ObjectName lightNodeName = new ObjectName(payload.legacyUniqueName); // does need to be unique

        // Add the light to the scene -- this does _not_ need to be done per-material.
        // As a result, the node will generally have already been created.
        GlTF_Node node = GlTF_Node.GetOrCreate(G, lightNodeName, payload.xform, null, out _);

        node.lightNameThatDoesNothing = payload.name;

        // The names of the uniforms can be anything, really. Named after the light is the most
        // logical choice, but note that nobody checks that two lights don't have the same name.
        // Thankfully for Tilt Brush, they don't.
        // This should probably have used a guaranteed-unique name from the start but I don't want
        // to change it now because it'd break my diffs and be kind of ugly.
        string lightUniformPrefix = payload.name;

        AddUniform(exportableMaterial, lightUniformPrefix + "_matrix",
                   GlTF_Technique.Type.FLOAT_MAT4, GlTF_Technique.Semantic.MODELVIEW, node);

        // Add light color.
        GlTF_Material mtl = G.materials[exportableMaterial];
        var           val = new GlTF_Material.ColorKV {
            key   = lightUniformPrefix + "_color",
            color = payload.lightColor
        };

        mtl.values.Add(val);
        AddUniform(exportableMaterial, val.key,
                   GlTF_Technique.Type.FLOAT_VEC4, GlTF_Technique.Semantic.UNKNOWN, node);
    }
예제 #5
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 private GlTF_Node(GlTF_Globals globals, string name, Matrix4x4 mat, GlTF_Node parent)
     : base(globals)
 {
     this.Parent = parent;
     if (parent != null)
     {
         parent.m_children.Add(this);
     }
     this.matrix = new GlTF_Matrix(globals, mat);
     this.name   = name;
 }
예제 #6
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    /// Always creates a node, but the name may not be your desired name.
    public static GlTF_Node Create(
        GlTF_Globals globals, string desiredName, Matrix4x4 mat, GlTF_Node parent)
    {
        string name = desiredName;

        for (int i = 0; globals.nodes.ContainsKey(name); ++i)
        {
            name = $"{desiredName} {i}";
        }
        return(GetOrCreate(globals, name, mat, parent, out _));
    }
예제 #7
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        // Returns a GlTF_Node; null means "there is no node for this group".
        public GlTF_Node GetGroupNode(uint groupId)
        {
            GlTF_Globals G = m_exporter.G;

            if (!G.Gltf2 || groupId == 0)
            {
                // When exporting for Poly be maximally compatible and don't create interior nodes
                return(null);
            }
            ObjectName name = new ObjectName($"group_{groupId}");

            return(GlTF_Node.GetOrCreate(G, name, Matrix4x4.identity, null, out _));
        }
    // Doesn't do material export; for that see ExportMeshPayload
    private GlTF_Node ExportMeshPayload_NoMaterial(
        BaseMeshPayload mesh,
        [CanBeNull] GlTF_Node parent,
        Matrix4x4?localXf = null)
    {
        ObjectName   meshNameAndId = new ObjectName(mesh.legacyUniqueName);
        GeometryPool pool          = mesh.geometry;
        Matrix4x4    xf            = localXf ?? mesh.xform;
        // Create a Node and (usually) a Mesh, both named after meshNameAndId.
        // This is safe because the namespaces for Node and Mesh are distinct.
        // If we have already seen the GeometryPool, the Mesh will be reused.
        // In this (less common) case, the Node and Mesh will have different names.

        // We don't actually ever use the "VERTEXID" attribute, even in gltf1.
        // It's time to cut it away.
        // Also, in gltf2, it needs to be called _VERTEXID anyway since it's a custom attribute
        GlTF_VertexLayout gltfLayout = new GlTF_VertexLayout(G, pool.Layout);

        int numTris = pool.NumTriIndices / 3;

        if (numTris < 1)
        {
            return(null);
        }

        NumTris += numTris;

        GlTF_Mesh gltfMesh;

        // Share meshes for any repeated geometry pool.
        if (!m_meshCache.TryGetValue(pool, out gltfMesh))
        {
            gltfMesh      = new GlTF_Mesh(G);
            gltfMesh.name = GlTF_Mesh.GetNameFromObject(meshNameAndId);
            gltfMesh.PresentationNameOverride = mesh.geometryName;
            m_meshCache.Add(pool, gltfMesh);

            // Populate mesh data only once.
            AddMeshDependencies(meshNameAndId, mesh.exportableMaterial, gltfMesh, gltfLayout);
            gltfMesh.Populate(pool);
            G.meshes.Add(gltfMesh);
        }

        // The mesh may or may not be shared, but every mesh will have a distinct node to allow them
        // to have unique transforms.
        GlTF_Node node = GlTF_Node.GetOrCreate(G, meshNameAndId, xf, parent, out _);

        node.m_mesh = gltfMesh;
        node.PresentationNameOverride = mesh.nodeName;
        return(node);
    }
    public void Populate(AnimationClip c, Transform tr)
    {
        name = "anim_" + c.name + "_" + GlTF_Writer.GetNameFromObject(tr, true);
        //	AnimationUtility.GetCurveBindings(c);
        // look at each curve
        // if position, rotation, scale detected for first time
        //  create channel, sampler, param for it
        //  populate this curve into proper component
        AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(c, true);

        // Find curve which has most keyframes for time reference
        Keyframe[] refKeyFrames = null;
        for (int i = 0; i < curveDatas.Length; ++i)
        {
            var cd = curveDatas[i];
            if (refKeyFrames == null || cd.curve.keys.Length > refKeyFrames.Length)
            {
                refKeyFrames = cd.curve.keys;
            }
        }
        PopulateTime(c.name, refKeyFrames);

        for (int i = 0; i < curveDatas.Length; i++)
        {
            var    cd            = curveDatas[i];
            string propName      = cd.propertyName;
            var    boneTransform = GetTransformFromPath(cd.path, tr);
            if (boneTransform == null)
            {
                continue;
            }

            var          boneName = GlTF_Node.GetNameFromObject(boneTransform);
            BoneAnimData bad;
            if (boneAnimData.ContainsKey(boneName))
            {
                bad = boneAnimData[boneName];
            }
            else
            {
                bad = new BoneAnimData(c.name, boneName);
                boneAnimData[boneName] = bad;
            }
            bad.PopulateAccessor(cd, refKeyFrames);
        }
    }
예제 #10
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    public void Populate(SkinnedMeshRenderer smr, List <Transform> skeletons)
    {
        name = GetNameFromObject(smr.transform);
        if (smr.rootBone != null)
        {
            boneNames = new List <string>();
            List <Matrix4x4> boneMats = new List <Matrix4x4>();

            var parent = smr.rootBone.parent;
            if (parent != null)
            {
                var mat = Matrix4x4.TRS(parent.localPosition, parent.localRotation, parent.localScale);
                bindShape = new GlTF_Matrix(mat);
            }
            else
            {
                bindShape = new GlTF_Matrix(Matrix4x4.identity);
            }
            bindShape.name = "bindShapeMatrix";

            skeletons.Add(smr.rootBone);
            for (var i = 0; i < smr.bones.Length; ++i)
            {
                var found = IsBoneInHierarchy(smr.rootBone, smr.bones[i]);
                if (!found)
                {
                    // set as its own skeleton to prevent error if it doesn't get included in rootBone hierarchy
                    skeletons.Add(smr.bones[i]);
                }
                boneNames.Add(GlTF_Node.GetNameFromObject(smr.bones[i]));
                boneMats.Add(smr.sharedMesh.bindposes[i]);
            }

            ibmAccessor            = new GlTF_Accessor("accessor_ibm_" + name, GlTF_Accessor.Type.MAT4, GlTF_Accessor.ComponentType.FLOAT);
            ibmAccessor.bufferView = GlTF_Writer.mat4BufferView;
            ibmAccessor.Populate(boneMats.ToArray());
            GlTF_Writer.accessors.Add(ibmAccessor);
        }
    }
예제 #11
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    public static List <string> findRootSkeletons(SkinnedMeshRenderer skin)
    {
        List <string>    skeletons = new List <string>();
        List <Transform> tbones    = new List <Transform>();

        // Get bones
        foreach (Transform bone in skin.bones)
        {
            tbones.Add(bone);
        }
        List <Transform> haveBParents = new List <Transform>();

        // Check and list bones that have parents that are bon in this skin
        foreach (Transform b in tbones)
        {
            Transform temp = b.parent;
            while (temp.parent)
            {
                if (tbones.Contains(temp))
                {
                    haveBParents.Add(b);
                    break;
                }
                temp = temp.parent;
            }
        }

        // Remove bones having parents from the list
        foreach (Transform b in haveBParents)
        {
            tbones.Remove(b);
        }
        foreach (Transform t in tbones)
        {
            skeletons.Add(GlTF_Node.GetNameFromObject(t));
        }

        return(skeletons);
    }
예제 #12
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    public void Populate(Transform m, ref GlTF_Accessor invBindMatricesAccessor, int invBindAccessorIndex)
    {
        SkinnedMeshRenderer skinMesh = m.GetComponent <SkinnedMeshRenderer>();

        if (!skinMesh)
        {
            return;
        }

        // Populate bind poses. From https://docs.unity3d.com/ScriptReference/Mesh-bindposes.html:
        // The bind pose is bone's inverse transformation matrix
        // In this case we also make this matrix relative to the root
        // So that we can move the root game object around freely
        Mesh mesh = skinMesh.sharedMesh;

        Matrix4x4[] invBindMatrices = new Matrix4x4[skinMesh.sharedMesh.bindposes.Length];

        for (int i = 0; i < invBindMatrices.Length; ++i)
        {
            // Generates inverseWorldMatrix in right-handed coordinate system
            // Manually converts world translation and rotation from left to right handed coordinates systems
            Vector3    pos = skinMesh.bones[i].position;
            Quaternion rot = skinMesh.bones[i].rotation;
            convertQuatLeftToRightHandedness(ref rot);
            convertVector3LeftToRightHandedness(ref pos);

            invBindMatrices[i] = Matrix4x4.TRS(pos, rot, skinMesh.bones[i].lossyScale).inverse *sceneRootMatrix.inverse;
        }

        invBindMatricesAccessor.Populate(invBindMatrices, m);
        invBindMatricesAccessorIndex = invBindAccessorIndex;

        // Fill jointNames
        jointNames = new string[skinMesh.bones.Length];
        for (int i = 0; i < skinMesh.bones.Length; ++i)
        {
            jointNames[i] = GlTF_Node.GetNameFromObject(skinMesh.bones[i]);
        }
    }
    // Adds a glTF uniform, as described by name, type, and semantic, to the given technique tech. If
    // node is non-null, that is also included (e.g. for lights).
    private void AddUniform(
        IExportableMaterial exportableMaterial,
        string name, GlTF_Technique.Type type,
        GlTF_Technique.Semantic semantic, GlTF_Node node = null)
    {
        //var techName = GlTF_Technique.GetNameFromObject(matObjName);
        var tech = GlTF_Writer.GetTechnique(G, exportableMaterial);

        GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter();
        tParam.name     = name;
        tParam.type     = type;
        tParam.semantic = semantic;
        if (node != null)
        {
            tParam.node = node;
        }
        tech.parameters.Add(tParam);
        GlTF_Technique.Uniform tUniform = new GlTF_Technique.Uniform();
        tUniform.name  = "u_" + name;
        tUniform.param = tParam.name;
        tech.uniforms.Add(tUniform);
    }
예제 #14
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    public override void Write()
    {
        Indent();       jsonWriter.Write("{\n");
        IndentIn();

        Indent(); jsonWriter.Write("\"inverseBindMatrices\": " + invBindMatricesAccessorIndex + ",\n");
        Indent(); jsonWriter.Write("\"joints\": [\n");

        IndentIn();
        foreach (Transform j in joints)
        {
            CommaNL();
            Indent();       jsonWriter.Write("" + GlTF_Writer.nodeNames.IndexOf(GlTF_Node.GetNameFromObject(j)));
        }

        IndentOut();
        jsonWriter.WriteLine();
        Indent(); jsonWriter.Write("],\n");
        Indent(); jsonWriter.Write("\"name\": \"" + name + "\",\n");
        Indent(); jsonWriter.Write("\"skeleton\": " + GlTF_Writer.nodeNames.IndexOf(GlTF_Node.GetNameFromObject(rootBone)) + "\n");
        IndentOut();
        Indent();       jsonWriter.Write("}");
    }
예제 #15
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 private static GlTF_Node GetOrCreate(
     GlTF_Globals globals, string name,
     Matrix4x4 mat, GlTF_Node parent,
     out bool created)
 {
     if (globals.nodes.ContainsKey(name))
     {
         var ret = globals.nodes[name];
         if (ret.matrix.unityMatrix != mat)
         {
             Debug.LogErrorFormat("Node {0} cannot have two different matrices", name);
         }
         created = false;
     }
     else
     {
         var ret = new GlTF_Node(globals, name, mat, parent);
         globals.nodes[name] = ret;
         created             = true;
         return(ret);
     }
     return(globals.nodes[name]);
 }
예제 #16
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    public IEnumerator Export(string path, Preset presetAsset, bool buildZip, bool exportPBRMaterials, bool exportAnimation = true, bool doConvertImages = false)
    {
        writer = new GlTF_Writer();
        writer.Init();
        done = false;
        bool debugRightHandedScale = false;

        GlTF_Writer.exportedFiles.Clear();
        if (debugRightHandedScale)
        {
            GlTF_Writer.convertRightHanded = false;
        }

        writer.extraString.Add("exporterVersion", GlTF_Writer.exporterVersion);

        // Create rootNode
        GlTF_Node correctionNode = new GlTF_Node();

        correctionNode.id   = "UnityGlTF_root";
        correctionNode.name = "UnityGlTF_root";
        GlTF_Writer.nodes.Add(correctionNode);
        GlTF_Writer.nodeNames.Add(correctionNode.name);
        GlTF_Writer.rootNodes.Add(correctionNode);

        //path = toGlTFname(path);
        savedPath = Path.GetDirectoryName(path);

        // Temp list to keep track of skeletons
        Dictionary <string, GlTF_Skin> parsedSkins = new Dictionary <string, GlTF_Skin>();

        parsedSkins.Clear();

        // first, collect objects in the scene, add to lists
        Transform[]      transforms = Selection.GetTransforms(SelectionMode.Deep);
        List <Transform> trs        = new List <Transform>(transforms);
        // Prefilter selected nodes and look for skinning in order to list "bones" nodes
        //FIXME: improve this
        List <Transform> bones = new List <Transform>();

        foreach (Transform tr in trs)
        {
            if (!tr.gameObject.activeSelf)
            {
                continue;
            }

            SkinnedMeshRenderer skin = tr.GetComponent <SkinnedMeshRenderer>();
            if (skin)
            {
                foreach (Transform bone in skin.bones)
                {
                    bones.Add(bone);
                }
            }
        }

        nbSelectedObjects = trs.Count;
        int nbDisabledObjects = 0;

        foreach (Transform tr in trs)
        {
            if (tr.gameObject.activeInHierarchy == false)
            {
                nbDisabledObjects++;
                continue;
            }

            // Initialize the node
            GlTF_Node node = new GlTF_Node();
            node.id   = GlTF_Node.GetNameFromObject(tr);
            node.name = GlTF_Writer.cleanNonAlphanumeric(tr.name);

            if (tr.GetComponent <Camera>() != null)
            {
                parseUnityCamera(tr);
            }

            if (tr.GetComponent <Light>() != null)
            {
                parseUnityLight(tr);
            }

            Mesh m = GetMesh(tr);
            if (m != null)
            {
                GlTF_Mesh mesh = new GlTF_Mesh();
                mesh.name = GlTF_Writer.cleanNonAlphanumeric(GlTF_Mesh.GetNameFromObject(m) + tr.name);

                GlTF_Accessor positionAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "position"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                positionAccessor.bufferView = GlTF_Writer.vec3BufferView;
                GlTF_Writer.accessors.Add(positionAccessor);

                GlTF_Accessor normalAccessor = null;
                if (m.normals.Length > 0)
                {
                    normalAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "normal"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                    normalAccessor.bufferView = GlTF_Writer.vec3BufferView;
                    GlTF_Writer.accessors.Add(normalAccessor);
                }

                GlTF_Accessor colorAccessor = null;
                if (m.colors.Length > 0)
                {
                    colorAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "color"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT);
                    colorAccessor.bufferView = GlTF_Writer.vec4BufferView;
                    GlTF_Writer.accessors.Add(colorAccessor);
                }

                GlTF_Accessor uv0Accessor = null;
                if (m.uv.Length > 0)
                {
                    uv0Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv0"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv0Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv0Accessor);
                }

                GlTF_Accessor uv1Accessor = null;
                if (m.uv2.Length > 0)
                {
                    // check if object is affected by a lightmap
                    uv1Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv1"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv1Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv1Accessor);
                }

                GlTF_Accessor uv2Accessor = null;
                if (m.uv3.Length > 0)
                {
                    uv2Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv2"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv2Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv2Accessor);
                }

                GlTF_Accessor uv3Accessor = null;
                if (m.uv4.Length > 0)
                {
                    uv3Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv3"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv3Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv3Accessor);
                }

                GlTF_Accessor jointAccessor = null;
                if (exportAnimation && m.boneWeights.Length > 0)
                {
                    jointAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "joints"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.USHORT);
                    jointAccessor.bufferView = GlTF_Writer.vec4UshortBufferView;
                    GlTF_Writer.accessors.Add(jointAccessor);
                }

                GlTF_Accessor weightAccessor = null;
                if (exportAnimation && m.boneWeights.Length > 0)
                {
                    weightAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "weights"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT);
                    weightAccessor.bufferView = GlTF_Writer.vec4BufferView;
                    GlTF_Writer.accessors.Add(weightAccessor);
                }

                GlTF_Accessor tangentAccessor = null;
                if (m.tangents.Length > 0)
                {
                    tangentAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "tangents"), GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT);
                    tangentAccessor.bufferView = GlTF_Writer.vec4BufferView;
                    GlTF_Writer.accessors.Add(tangentAccessor);
                }

                var smCount = m.subMeshCount;
                for (var i = 0; i < smCount; ++i)
                {
                    GlTF_Primitive primitive = new GlTF_Primitive();
                    primitive.name  = GlTF_Primitive.GetNameFromObject(m, i);
                    primitive.index = i;
                    GlTF_Attributes attributes = new GlTF_Attributes();
                    attributes.positionAccessor  = positionAccessor;
                    attributes.normalAccessor    = normalAccessor;
                    attributes.colorAccessor     = colorAccessor;
                    attributes.texCoord0Accessor = uv0Accessor;
                    attributes.texCoord1Accessor = uv1Accessor;
                    attributes.texCoord2Accessor = uv2Accessor;
                    attributes.texCoord3Accessor = uv3Accessor;
                    attributes.jointAccessor     = jointAccessor;
                    attributes.weightAccessor    = weightAccessor;
                    attributes.tangentAccessor   = tangentAccessor;
                    primitive.attributes         = attributes;
                    GlTF_Accessor indexAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "indices_" + i), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT);
                    indexAccessor.bufferView = GlTF_Writer.ushortBufferView;
                    GlTF_Writer.accessors.Add(indexAccessor);
                    primitive.indices = indexAccessor;

                    var mr = GetRenderer(tr);
                    var sm = mr.sharedMaterials;
                    if (i < sm.Length)
                    {
                        var mat     = sm[i];
                        var matName = GlTF_Material.GetNameFromObject(mat);
                        if (GlTF_Writer.materialNames.Contains(matName))
                        {
                            primitive.materialIndex = GlTF_Writer.materialNames.IndexOf(matName);                             // THIS INDIRECTION CAN BE REMOVED!
                        }
                        else
                        {
                            GlTF_Material material = new GlTF_Material();
                            material.name           = GlTF_Writer.cleanNonAlphanumeric(mat.name);
                            primitive.materialIndex = GlTF_Writer.materials.Count;
                            GlTF_Writer.materialNames.Add(matName);
                            GlTF_Writer.materials.Add(material);

                            //technique
                            var s        = mat.shader;
                            var techName = GlTF_Technique.GetNameFromObject(s);
                            if (GlTF_Writer.techniqueNames.Contains(techName))
                            {
                                material.instanceTechniqueIndex = GlTF_Writer.techniqueNames.IndexOf(techName);                                // THIS INDIRECTION CAN BE REMOVED!
                            }
                            else
                            {
                                GlTF_Technique tech = new GlTF_Technique();
                                tech.name = techName;
                                GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter();
                                tParam.name     = "position";
                                tParam.type     = GlTF_Technique.Type.FLOAT_VEC3;
                                tParam.semantic = GlTF_Technique.Semantic.POSITION;
                                tech.parameters.Add(tParam);
                                GlTF_Technique.Attribute tAttr = new GlTF_Technique.Attribute();
                                tAttr.name  = "a_position";
                                tAttr.param = tParam.name;
                                tech.attributes.Add(tAttr);

                                if (normalAccessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "normal";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC3;
                                    tParam.semantic = GlTF_Technique.Semantic.NORMAL;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_normal";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv0Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord0";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_0;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord0";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv1Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord1";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_1;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord1";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv2Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord2";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_2;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord2";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv3Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord3";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_3;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord3";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                tech.AddDefaultUniforms();

                                // Populate technique with shader data
                                GlTF_Writer.techniqueNames.Add(techName);
                                GlTF_Writer.techniques.Add(tech);

                                // create program
                                GlTF_Program program = new GlTF_Program();
                                program.name = GlTF_Program.GetNameFromObject(s);
                                tech.program = program.name;
                                foreach (var attr in tech.attributes)
                                {
                                    program.attributes.Add(attr.name);
                                }
                                GlTF_Writer.programs.Add(program);
                            }

                            unityToPBRMaterial(mat, ref material);
                        }
                    }
                    mesh.primitives.Add(primitive);
                }

                // If gameobject having SkinnedMeshRenderer component has been transformed,
                // the mesh would need to be baked here.
                mesh.Populate(m);
                GlTF_Writer.meshes.Add(mesh);
                node.meshIndex = GlTF_Writer.meshes.IndexOf(mesh);
            }

            // Parse animations
            if (exportAnimation)
            {
                Animator a = tr.GetComponent <Animator>();
                if (a != null)
                {
                    AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject);
                    for (int i = 0; i < clips.Length; i++)
                    {
                        //FIXME It seems not good to generate one animation per animator.
                        GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(a.name));
                        anim.Populate(clips[i], tr, GlTF_Writer.bakeAnimation);
                        if (anim.channels.Count > 0)
                        {
                            GlTF_Writer.animations.Add(anim);
                        }
                    }
                }

                Animation animation = tr.GetComponent <Animation>();
                if (animation != null)
                {
                    AnimationClip clip = animation.clip;
                    //FIXME It seems not good to generate one animation per animator.
                    GlTF_Animation anim = new GlTF_Animation(GlTF_Writer.cleanNonAlphanumeric(animation.name));
                    anim.Populate(clip, tr, GlTF_Writer.bakeAnimation);
                    if (anim.channels.Count > 0)
                    {
                        GlTF_Writer.animations.Add(anim);
                    }
                }
            }

            // Parse transform
            if (tr.parent == null)
            {
                Matrix4x4 mat = Matrix4x4.identity;
                if (debugRightHandedScale)
                {
                    mat.m22 = -1;
                }
                mat         = mat * Matrix4x4.TRS(tr.localPosition, tr.localRotation, tr.localScale);
                node.matrix = new GlTF_Matrix(mat);
            }
            // Use good transform if parent object is not in selection
            else if (!trs.Contains(tr.parent))
            {
                node.hasParent = false;
                Matrix4x4 mat = Matrix4x4.identity;
                if (debugRightHandedScale)
                {
                    mat.m22 = -1;
                }
                mat         = mat * tr.localToWorldMatrix;
                node.matrix = new GlTF_Matrix(mat);
            }
            else
            {
                node.hasParent = true;
                if (tr.localPosition != Vector3.zero)
                {
                    node.translation = new GlTF_Translation(tr.localPosition);
                }
                if (tr.localScale != Vector3.one)
                {
                    node.scale = new GlTF_Scale(tr.localScale);
                }
                if (tr.localRotation != Quaternion.identity)
                {
                    node.rotation = new GlTF_Rotation(tr.localRotation);
                }
            }

            if (!node.hasParent)
            {
                correctionNode.childrenNames.Add(node.id);
            }

            if (tr.GetComponent <Camera>() != null)
            {
                node.cameraName = GlTF_Writer.cleanNonAlphanumeric(tr.name);
            }
            else if (tr.GetComponent <Light>() != null)
            {
                node.lightName = GlTF_Writer.cleanNonAlphanumeric(tr.name);
            }

            // Parse node's skin data
            GlTF_Accessor       invBindMatrixAccessor = null;
            SkinnedMeshRenderer skinMesh = tr.GetComponent <SkinnedMeshRenderer>();
            if (exportAnimation && skinMesh != null && skinMesh.enabled && checkSkinValidity(skinMesh, trs) && skinMesh.rootBone != null)
            {
                GlTF_Skin skin = new GlTF_Skin();

                skin.name = GlTF_Writer.cleanNonAlphanumeric(skinMesh.rootBone.name) + "_skeleton_" + GlTF_Writer.cleanNonAlphanumeric(node.name) + tr.GetInstanceID();

                // Create invBindMatrices accessor
                invBindMatrixAccessor            = new GlTF_Accessor(skin.name + "invBindMatrices", GlTF_Accessor.Type.MAT4, GlTF_Accessor.ComponentType.FLOAT);
                invBindMatrixAccessor.bufferView = GlTF_Writer.mat4BufferView;
                GlTF_Writer.accessors.Add(invBindMatrixAccessor);

                // Generate skin data
                skin.Populate(tr, ref invBindMatrixAccessor, GlTF_Writer.accessors.Count - 1);
                GlTF_Writer.skins.Add(skin);
                node.skinIndex = GlTF_Writer.skins.IndexOf(skin);
            }

            foreach (Transform t in tr.transform)
            {
                if (t.gameObject.activeInHierarchy)
                {
                    node.childrenNames.Add(GlTF_Node.GetNameFromObject(t));
                }
            }

            GlTF_Writer.nodeNames.Add(node.id);
            GlTF_Writer.nodes.Add(node);
        }

        if (GlTF_Writer.meshes.Count == 0)
        {
            Debug.Log("No visible objects have been exported. Aboring export");
            yield return(false);
        }

        writer.OpenFiles(path);
        writer.Write();
        writer.CloseFiles();

        if (nbDisabledObjects > 0)
        {
            Debug.Log(nbDisabledObjects + " disabled object ignored during export");
        }

        Debug.Log("Scene has been exported to " + path);
        if (buildZip)
        {
            ZipFile zip = new ZipFile();
            Debug.Log(GlTF_Writer.exportedFiles.Count + " files generated");
            string zipName = Path.GetFileNameWithoutExtension(path) + ".zip";
            foreach (string originFilePath in GlTF_Writer.exportedFiles.Keys)
            {
                zip.AddFile(originFilePath, GlTF_Writer.exportedFiles[originFilePath]);
            }

            zip.Save(savedPath + "/" + zipName);

            // Remove all files
            foreach (string pa in GlTF_Writer.exportedFiles.Keys)
            {
                if (System.IO.File.Exists(pa))
                {
                    System.IO.File.Delete(pa);
                }
            }

            Debug.Log("Files have been cleaned");
        }
        done = true;

        yield return(true);
    }
예제 #17
0
        private void WriteObjectsAndConnections(GlTF_ScriptableExporter exporter,
                                                SceneStatePayload payload)
        {
            foreach (BrushMeshPayload meshPayload in payload.groups.SelectMany(g => g.brushMeshes))
            {
                exporter.ExportMeshPayload(payload, meshPayload, GetGroupNode(meshPayload.group));
            }

            foreach (var sameInstance in payload.modelMeshes.GroupBy(m => (m.model, m.modelId)))
            {
                var modelMeshPayloads = sameInstance.ToList();
                if (modelMeshPayloads.Count == 0)
                {
                    continue;
                }

                // All of these pieces will come from the same Widget and therefore will have
                // the same group id, root transform, etc
                var       first     = modelMeshPayloads[0];
                GlTF_Node groupNode = GetGroupNode(first.group);

                if (exporter.G.Gltf2)
                {
                    // Non-Poly exports get a multi-level structure for meshes: transform node on top,
                    // all the contents as direct children.
                    string rootNodeName = $"model_{first.model.GetExportName()}_{first.modelId}";
                    if (modelMeshPayloads.Count == 1 && first.localXform.isIdentity)
                    {
                        // Condense the two levels into one; give the top-level node the same name
                        // it would have had had it been multi-level.
                        GlTF_Node newNode = exporter.ExportMeshPayload(payload, first, groupNode);
                        newNode.PresentationNameOverride = rootNodeName;
                    }
                    else
                    {
                        GlTF_Node parentNode = GlTF_Node.Create(
                            exporter.G, rootNodeName,
                            first.parentXform, groupNode);
                        foreach (var modelMeshPayload in modelMeshPayloads)
                        {
                            exporter.ExportMeshPayload(payload, modelMeshPayload, parentNode,
                                                       modelMeshPayload.localXform);
                        }
                    }
                }
                else
                {
                    // The new code's been tested with Poly and works fine, but out of
                    // an abundance of caution, keep Poly unchanged
                    foreach (var modelMeshPayload in modelMeshPayloads)
                    {
                        exporter.ExportMeshPayload(payload, modelMeshPayload, groupNode);
                    }
                }
            }

            foreach (ImageQuadPayload meshPayload in payload.imageQuads)
            {
                exporter.ExportMeshPayload(payload, meshPayload, GetGroupNode(meshPayload.group));
            }

            foreach (var(xformPayload, i) in payload.referenceThings.WithIndex())
            {
                string uniqueName = $"empty_{xformPayload.name}_{i}";
                var    node       = GlTF_Node.Create(exporter.G, uniqueName, xformPayload.xform, null);
                node.PresentationNameOverride = $"empty_{xformPayload.name}";
            }
        }
예제 #18
0
    public void Populate(AnimationClip clip, Transform tr, bool bake = true)
    {
        // 1. browse clip, collect all curves and create a TargetCurveSet for each target
        Dictionary <string, TargetCurveSet> targetCurvesBinding = new Dictionary <string, TargetCurveSet>();

        collectClipCurves(clip, ref targetCurvesBinding);

        // Baking needs all properties, fill missing curves with transform data in 2 keyframes (start, endTime)
        // where endTime is clip duration
        generateMissingCurves(clip.length, ref tr, ref targetCurvesBinding);

        if (bake)
        {
            // Bake animation for all animated nodes
            foreach (string target in targetCurvesBinding.Keys)
            {
                Transform targetTr = target.Length > 0 ? tr.Find(target) : tr;
                if (targetTr == null)
                {
                    continue;
                }

                Transform targetObject = targetTr;
                string    targetId     = GlTF_Node.GetNameFromObject(targetObject);

                // Initialize accessors for current animation
                GlTF_Accessor timeAccessor = new GlTF_Accessor(targetId + "_TimeAccessor_" + clip.name, GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.FLOAT);
                timeAccessor.bufferView = GlTF_Writer.floatBufferView;
                int timeAccessorIndex = GlTF_Writer.accessors.Count;
                GlTF_Writer.accessors.Add(timeAccessor);

                // Translation
                GlTF_Channel chTranslation     = new GlTF_Channel("translation", animSamplers.Count);
                GlTF_Target  targetTranslation = new GlTF_Target();
                targetTranslation.id   = targetId;
                targetTranslation.path = "translation";
                chTranslation.target   = targetTranslation;
                channels.Add(chTranslation);

                GlTF_AnimSampler sTranslation        = new GlTF_AnimSampler(timeAccessorIndex, GlTF_Writer.accessors.Count);
                GlTF_Accessor    translationAccessor = new GlTF_Accessor(targetId + "_TranslationAccessor_" + clip.name, GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                translationAccessor.bufferView = GlTF_Writer.vec3BufferView;
                GlTF_Writer.accessors.Add(translationAccessor);
                animSamplers.Add(sTranslation);

                // Rotation
                GlTF_Channel chRotation     = new GlTF_Channel("rotation", animSamplers.Count);
                GlTF_Target  targetRotation = new GlTF_Target();
                targetRotation.id   = GlTF_Node.GetNameFromObject(targetObject);
                targetRotation.path = "rotation";
                chRotation.target   = targetRotation;
                channels.Add(chRotation);

                GlTF_AnimSampler sRotation        = new GlTF_AnimSampler(timeAccessorIndex, GlTF_Writer.accessors.Count);
                GlTF_Accessor    rotationAccessor = new GlTF_Accessor(targetId + "_RotationAccessor_" + clip.name, GlTF_Accessor.Type.VEC4, GlTF_Accessor.ComponentType.FLOAT);
                rotationAccessor.bufferView = GlTF_Writer.vec4BufferView;
                GlTF_Writer.accessors.Add(rotationAccessor);
                animSamplers.Add(sRotation);

                // Scale
                GlTF_Channel chScale     = new GlTF_Channel("scale", animSamplers.Count);
                GlTF_Target  targetScale = new GlTF_Target();
                targetScale.id   = GlTF_Node.GetNameFromObject(targetObject);
                targetScale.path = "scale";
                chScale.target   = targetScale;
                channels.Add(chScale);

                GlTF_AnimSampler sScale        = new GlTF_AnimSampler(timeAccessorIndex, GlTF_Writer.accessors.Count);
                GlTF_Accessor    scaleAccessor = new GlTF_Accessor(targetId + "_ScaleAccessor_" + clip.name, GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                scaleAccessor.bufferView = GlTF_Writer.vec3BufferView;
                GlTF_Writer.accessors.Add(scaleAccessor);
                animSamplers.Add(sScale);

                // Bake and populate animation data
                float[]   times     = null;
                Vector3[] positions = null;
                Vector3[] scales    = null;
                Vector4[] rotations = null;
                bakeCurveSet(targetCurvesBinding[target], clip.length, bakingFramerate, ref times, ref positions, ref rotations, ref scales);

                // Populate accessors
                timeAccessor.Populate(times);
                translationAccessor.Populate(positions);
                rotationAccessor.Populate(rotations, false);
                scaleAccessor.Populate(scales, true);
            }
        }
        else
        {
            Debug.LogError("Only baked animation is supported for now. Skipping animation");
        }
    }
예제 #19
0
 public static int GetIDFromObject(GlTF_Node o)
 {
     return(o.GetHashCode());
 }
예제 #20
0
    void OnWizardCreate() // Create (Export) button has been hit (NOT wizard has been created!)
    {
		writer = new GlTF_Writer();
		writer.Init ();
/*
		Object[] deps = EditorUtility.CollectDependencies  (trs);
		foreach (Object o in deps)
		{
			Debug.Log("obj "+o.name+"  "+o.GetType());
		}
*/		
		
		path = EditorUtility.SaveFilePanel("Save glTF file as", savedPath, savedFile, "gltf");
		if (path.Length != 0)
		{
			Debug.Log ("attempting to save to "+path);
			writer.OpenFiles (path);

			// FOR NOW!
			GlTF_Sampler sampler = new GlTF_Sampler("sampler1"); // make the default one for now
			GlTF_Writer.samplers.Add (sampler);
			// first, collect objects in the scene, add to lists
			Transform[] trs = Selection.GetTransforms (SelectionMode.Deep);
			foreach (Transform tr in trs)
			{
				if (tr.camera != null)
				{
					if (tr.camera.isOrthoGraphic)
					{
						GlTF_Orthographic cam;
						cam = new GlTF_Orthographic();
						cam.type = "orthographic";
						cam.zfar = tr.camera.farClipPlane;
						cam.znear = tr.camera.nearClipPlane;
						cam.name = tr.name;
						//cam.orthographic.xmag = tr.camera.
						GlTF_Writer.cameras.Add(cam);
					}
					else
					{
						GlTF_Perspective cam;
						cam = new GlTF_Perspective();
						cam.type = "perspective";
						cam.zfar = tr.camera.farClipPlane;
						cam.znear = tr.camera.nearClipPlane;
						cam.aspect_ratio = tr.camera.aspect;
						cam.yfov = tr.camera.fieldOfView;
						cam.name = tr.name;
						GlTF_Writer.cameras.Add(cam);
					}
				}
				
				if (tr.light != null)
				{
					switch (tr.light.type)
					{
					case LightType.Point:
						GlTF_PointLight pl = new GlTF_PointLight();
						pl.color = new GlTF_ColorRGB (tr.light.color);
						pl.name = tr.name;
						GlTF_Writer.lights.Add (pl);
						break;

					case LightType.Spot:
						GlTF_SpotLight sl = new GlTF_SpotLight();
						sl.color = new GlTF_ColorRGB (tr.light.color);
						sl.name = tr.name;
						GlTF_Writer.lights.Add (sl);
						break;
						
					case LightType.Directional:
						GlTF_DirectionalLight dl = new GlTF_DirectionalLight();
						dl.color = new GlTF_ColorRGB (tr.light.color);
						dl.name = tr.name;
						GlTF_Writer.lights.Add (dl);
						break;
						
					case LightType.Area:
						GlTF_AmbientLight al = new GlTF_AmbientLight();
						al.color = new GlTF_ColorRGB (tr.light.color);
						al.name = tr.name;
						GlTF_Writer.lights.Add (al);
						break;
					}
				}

				MeshRenderer mr = tr.GetComponent<MeshRenderer>();
				if (mr != null)
				{
					MeshFilter mf = tr.GetComponent<MeshFilter>();
					Mesh m = mf.sharedMesh;
					GlTF_Accessor normalAccessor = new GlTF_Accessor("normalAccessor-" + tr.name + "_FIXTHIS", "VEC3", "FLOAT");
					GlTF_Accessor positionAccessor = new GlTF_Accessor("positionAccessor-" + tr.name + "_FIXTHIS", "VEC3", "FLOAT");
					GlTF_Accessor texCoord0Accessor = new GlTF_Accessor("texCoord0Accessor-" + tr.name + "_FIXTHIS", "VEC2", "FLOAT");
					GlTF_Accessor indexAccessor = new GlTF_Accessor("indicesAccessor-" + tr.name + "_FIXTHIS", "SCALAR", "USHORT");
					indexAccessor.bufferView = GlTF_Writer.ushortBufferView;
					normalAccessor.bufferView = GlTF_Writer.vec3BufferView;
					positionAccessor.bufferView = GlTF_Writer.vec3BufferView;
					texCoord0Accessor.bufferView = GlTF_Writer.vec2BufferView;
					GlTF_Mesh mesh = new GlTF_Mesh();
					mesh.name = "mesh-" + tr.name;
					GlTF_Primitive primitive = new GlTF_Primitive();
					primitive.name = "primitive-"+tr.name+"_FIXTHIS";
					GlTF_Attributes attributes = new GlTF_Attributes();
					attributes.normalAccessor = normalAccessor;
					attributes.positionAccessor = positionAccessor;
					attributes.texCoord0Accessor = texCoord0Accessor;
					primitive.attributes = attributes;
					primitive.indices = indexAccessor;
					mesh.primitives.Add (primitive);
					mesh.Populate (m);
					GlTF_Writer.accessors.Add (normalAccessor);
					GlTF_Writer.accessors.Add (positionAccessor);
					GlTF_Writer.accessors.Add (texCoord0Accessor);
					GlTF_Writer.accessors.Add (indexAccessor);
					GlTF_Writer.meshes.Add (mesh);

					// next, add material(s) to dictionary (when unique)
					string matName = mr.sharedMaterial.name;
					if (matName == "")
						matName = "material-diffault-diffuse";
					else
						matName = "material-" + matName;
					primitive.materialName = matName;
					if (!GlTF_Writer.materials.ContainsKey (matName))
					{
						GlTF_Material material = new GlTF_Material();
						material.name = matName;
						if (mr.sharedMaterial.HasProperty ("shininess"))
							material.shininess = mr.sharedMaterial.GetFloat("shininess");
						material.diffuse = new GlTF_MaterialColor ("diffuse", mr.sharedMaterial.color);
						//material.ambient = new GlTF_Color ("ambient", mr.material.color);
						
						if (mr.sharedMaterial.HasProperty ("specular"))
						{
							Color sc = mr.sharedMaterial.GetColor ("specular");
							material.specular = new GlTF_MaterialColor ("specular", sc);
						}
						GlTF_Writer.materials.Add (material.name, material);

						// if there are textures, add them too
						if (mr.sharedMaterial.mainTexture != null)
						{
							if (!GlTF_Writer.textures.ContainsKey (mr.sharedMaterial.mainTexture.name))
							{
								GlTF_Texture texture = new GlTF_Texture ();
								texture.name = mr.sharedMaterial.mainTexture.name;
								texture.source = AssetDatabase.GetAssetPath(mr.sharedMaterial.mainTexture);
								texture.samplerName = sampler.name; // FIX! For now!
								GlTF_Writer.textures.Add (mr.sharedMaterial.mainTexture.name, texture);
								material.diffuse = new GlTF_MaterialTexture ("diffuse", texture);
							}
						}
					}
					
				}

				Animation a = tr.animation;
				
//				Animator a = tr.GetComponent<Animator>();				
				if (a != null)
				{
					AnimationClip[] clips = AnimationUtility.GetAnimationClips(tr.gameObject);
					int nClips = clips.Length;
//					int nClips = a.GetClipCount();
					for (int i = 0; i < nClips; i++)
					{
						GlTF_Animation anim = new GlTF_Animation(a.name);
						anim.Populate (clips[i]);
						GlTF_Writer.animations.Add (anim);
					}
				}

	
				// next, build hierarchy of nodes
				GlTF_Node node = new GlTF_Node();
				if (tr.parent != null)
					node.hasParent = true;
				if (tr.localPosition != Vector3.zero)
					node.translation = new GlTF_Translation (tr.localPosition);
				if (tr.localScale != Vector3.one)
					node.scale = new GlTF_Scale (tr.localScale);
				if (tr.localRotation != Quaternion.identity)
					node.rotation = new GlTF_Rotation (tr.localRotation);
				node.name = tr.name;
				if (tr.camera != null)
				{
					node.cameraName = tr.name;
				}
				else if (tr.light != null)
					node.lightName = tr.name;
				else if (mr != null)
				{
					node.meshNames.Add ("mesh-" + tr.name);
				}

				foreach (Transform t in tr.transform)
					node.childrenNames.Add ("node-" + t.name);
				
				GlTF_Writer.nodes.Add (node);
			}

			// third, add meshes etc to byte stream, keeping track of buffer offsets
			writer.Write ();
			writer.CloseFiles();
		}
	}
예제 #21
0
    public static BoundsDouble Export(string path, Transform[] trs, Transform root, out double minHeight, out double maxHeight)
    {
        minHeight = 0;
        maxHeight = 0;

        writer = new GlTF_Writer();
        writer.Init();

        if (presetAsset != null)
        {
            string psPath = AssetDatabase.GetAssetPath(presetAsset);
            if (psPath != null)
            {
                psPath = psPath.Remove(0, "Assets".Length);
                psPath = Application.dataPath + psPath;
                preset.Load(psPath);
            }
        }

        savedPath = Path.GetDirectoryName(path);
        savedFile = Path.GetFileNameWithoutExtension(path);

        EditorPrefs.SetString(KEY_PATH, savedPath);
        EditorPrefs.SetString(KEY_FILE, savedFile);

        Debug.Log("attempting to save to " + path);
        writer.OpenFiles(path);

        if (rtcScript != null && root != null)
        {
            var instance = Activator.CreateInstance(rtcScript.GetClass());
            var rtc      = instance as RTCCallback;
            if (rtc != null)
            {
                writer.RTCCenter = rtc.GetCenter(root);
            }
        }

        RotationCallback rotCallback = null;;

        if (rotScript != null)
        {
            var instance = Activator.CreateInstance(rotScript.GetClass());
            rotCallback = instance as RotationCallback;
        }

        if (unpackTexture)
        {
            // prepass, for texture unpacker
            TextureUnpacker.Reset();
            foreach (Transform tr in trs)
            {
                TextureUnpacker.CheckPackedTexture(tr, preset);
            }
            TextureUnpacker.Build();
        }

        BoundsDouble bb = new BoundsDouble();

        // first, collect objects in the scene, add to lists
        foreach (Transform tr in trs)
        {
            if (tr.GetComponent <Camera>() != null)
            {
                if (tr.GetComponent <Camera>().orthographic)
                {
                    GlTF_Orthographic cam;
                    cam       = new GlTF_Orthographic();
                    cam.type  = "orthographic";
                    cam.zfar  = tr.GetComponent <Camera>().farClipPlane;
                    cam.znear = tr.GetComponent <Camera>().nearClipPlane;
                    cam.name  = tr.name;
                    //cam.orthographic.xmag = tr.camera.
                    GlTF_Writer.cameras.Add(cam);
                }
                else
                {
                    GlTF_Perspective cam;
                    cam              = new GlTF_Perspective();
                    cam.type         = "perspective";
                    cam.zfar         = tr.GetComponent <Camera>().farClipPlane;
                    cam.znear        = tr.GetComponent <Camera>().nearClipPlane;
                    cam.aspect_ratio = tr.GetComponent <Camera>().aspect;
                    cam.yfov         = tr.GetComponent <Camera>().fieldOfView;
                    cam.name         = tr.name;
                    GlTF_Writer.cameras.Add(cam);
                }
            }

            if (tr.GetComponent <Light>() != null)
            {
                switch (tr.GetComponent <Light>().type)
                {
                case LightType.Point:
                    GlTF_PointLight pl = new GlTF_PointLight();
                    pl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color);
                    pl.name  = tr.name;
                    GlTF_Writer.lights.Add(pl);
                    break;

                case LightType.Spot:
                    GlTF_SpotLight sl = new GlTF_SpotLight();
                    sl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color);
                    sl.name  = tr.name;
                    GlTF_Writer.lights.Add(sl);
                    break;

                case LightType.Directional:
                    GlTF_DirectionalLight dl = new GlTF_DirectionalLight();
                    dl.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color);
                    dl.name  = tr.name;
                    GlTF_Writer.lights.Add(dl);
                    break;

                case LightType.Area:
                    GlTF_AmbientLight al = new GlTF_AmbientLight();
                    al.color = new GlTF_ColorRGB(tr.GetComponent <Light>().color);
                    al.name  = tr.name;
                    GlTF_Writer.lights.Add(al);
                    break;
                }
            }

            Mesh m = GetMesh(tr);
            if (m != null)
            {
                GlTF_Mesh mesh = new GlTF_Mesh();
                mesh.name = GlTF_Mesh.GetNameFromObject(m);

                GlTF_Accessor positionAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "position"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                positionAccessor.bufferView = GlTF_Writer.vec3BufferView;
                GlTF_Writer.accessors.Add(positionAccessor);

                GlTF_Accessor normalAccessor = null;
                if (m.normals.Length > 0)
                {
                    normalAccessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "normal"), GlTF_Accessor.Type.VEC3, GlTF_Accessor.ComponentType.FLOAT);
                    normalAccessor.bufferView = GlTF_Writer.vec3BufferView;
                    GlTF_Writer.accessors.Add(normalAccessor);
                }

                GlTF_Accessor uv0Accessor = null;
                if (m.uv.Length > 0)
                {
                    uv0Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv0"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv0Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv0Accessor);
                }

                GlTF_Accessor uv1Accessor = null;
                if (m.uv2.Length > 0)
                {
                    uv1Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv1"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv1Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv1Accessor);
                }

                GlTF_Accessor uv2Accessor = null;
                if (m.uv3.Length > 0)
                {
                    uv2Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv2"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv2Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv2Accessor);
                }

                GlTF_Accessor uv3Accessor = null;
                if (m.uv4.Length > 0)
                {
                    uv3Accessor            = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "uv3"), GlTF_Accessor.Type.VEC2, GlTF_Accessor.ComponentType.FLOAT);
                    uv3Accessor.bufferView = GlTF_Writer.vec2BufferView;
                    GlTF_Writer.accessors.Add(uv3Accessor);
                }

                var smCount = m.subMeshCount;
                for (var i = 0; i < smCount; ++i)
                {
                    GlTF_Primitive primitive = new GlTF_Primitive();
                    primitive.name  = GlTF_Primitive.GetNameFromObject(m, i);
                    primitive.index = i;
                    GlTF_Attributes attributes = new GlTF_Attributes();
                    attributes.positionAccessor  = positionAccessor;
                    attributes.normalAccessor    = normalAccessor;
                    attributes.texCoord0Accessor = uv0Accessor;
                    attributes.texCoord1Accessor = uv1Accessor;
                    attributes.texCoord2Accessor = uv2Accessor;
                    attributes.texCoord3Accessor = uv3Accessor;
                    primitive.attributes         = attributes;
                    GlTF_Accessor indexAccessor = new GlTF_Accessor(GlTF_Accessor.GetNameFromObject(m, "indices_" + i), GlTF_Accessor.Type.SCALAR, GlTF_Accessor.ComponentType.USHORT);
                    indexAccessor.bufferView = GlTF_Writer.ushortBufferView;
                    GlTF_Writer.accessors.Add(indexAccessor);
                    primitive.indices = indexAccessor;

                    var mr = GetRenderer(tr);
                    var sm = mr.sharedMaterials;
                    if (i < sm.Length && sm[i] != null)
                    {
                        var mat     = sm[i];
                        var matName = GlTF_Material.GetNameFromObject(mat);
                        primitive.materialName = matName;
                        if (!GlTF_Writer.materials.ContainsKey(matName))
                        {
                            GlTF_Material material = new GlTF_Material();
                            material.name = matName;
                            GlTF_Writer.materials.Add(material.name, material);

                            //technique
                            var s        = mat.shader;
                            var techName = GlTF_Technique.GetNameFromObject(s);
                            material.instanceTechniqueName = techName;
                            if (!GlTF_Writer.techniques.ContainsKey(techName))
                            {
                                GlTF_Technique tech = new GlTF_Technique();
                                tech.name = techName;

                                GlTF_Technique.States ts = null;
                                if (preset.techniqueStates.ContainsKey(s.name))
                                {
                                    ts = preset.techniqueStates[s.name];
                                }
                                else if (preset.techniqueStates.ContainsKey("*"))
                                {
                                    ts = preset.techniqueStates["*"];
                                }

                                if (ts == null)
                                {
                                    // Unless otherwise specified by a preset file, enable z-buffering.
                                    ts = new GlTF_Technique.States();
                                    const int DEPTH_TEST = 2929;
                                    // int CULL_FACE = 2884;
                                    ts.enable = new int[1] {
                                        DEPTH_TEST
                                    };
                                }

                                tech.states = ts;

                                GlTF_Technique.Parameter tParam = new GlTF_Technique.Parameter();
                                tParam.name     = "position";
                                tParam.type     = GlTF_Technique.Type.FLOAT_VEC3;
                                tParam.semantic = GlTF_Technique.Semantic.POSITION;
                                tech.parameters.Add(tParam);
                                GlTF_Technique.Attribute tAttr = new GlTF_Technique.Attribute();
                                tAttr.name  = "a_position";
                                tAttr.param = tParam.name;
                                tech.attributes.Add(tAttr);

                                if (normalAccessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "normal";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC3;
                                    tParam.semantic = GlTF_Technique.Semantic.NORMAL;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_normal";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv0Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord0";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_0;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord0";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv1Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord1";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_1;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord1";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv2Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord2";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_2;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord2";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                if (uv3Accessor != null)
                                {
                                    tParam          = new GlTF_Technique.Parameter();
                                    tParam.name     = "texcoord3";
                                    tParam.type     = GlTF_Technique.Type.FLOAT_VEC2;
                                    tParam.semantic = GlTF_Technique.Semantic.TEXCOORD_3;
                                    tech.parameters.Add(tParam);
                                    tAttr       = new GlTF_Technique.Attribute();
                                    tAttr.name  = "a_texcoord3";
                                    tAttr.param = tParam.name;
                                    tech.attributes.Add(tAttr);
                                }

                                tech.AddDefaultUniforms(writer.RTCCenter != null);

                                GlTF_Writer.techniques.Add(techName, tech);

                                int spCount = ShaderUtil.GetPropertyCount(s);
                                for (var j = 0; j < spCount; ++j)
                                {
                                    var pName = ShaderUtil.GetPropertyName(s, j);
                                    var pType = ShaderUtil.GetPropertyType(s, j);
                                    // Debug.Log(pName + " " + pType);

                                    GlTF_Technique.Uniform tUni;
                                    if (pType == ShaderUtil.ShaderPropertyType.Color)
                                    {
                                        tParam      = new GlTF_Technique.Parameter();
                                        tParam.name = pName;
                                        tParam.type = GlTF_Technique.Type.FLOAT_VEC4;
                                        tech.parameters.Add(tParam);
                                        tUni       = new GlTF_Technique.Uniform();
                                        tUni.name  = pName;
                                        tUni.param = tParam.name;
                                        tech.uniforms.Add(tUni);
                                    }
                                    else if (pType == ShaderUtil.ShaderPropertyType.Vector)
                                    {
                                        tParam      = new GlTF_Technique.Parameter();
                                        tParam.name = pName;
                                        tParam.type = GlTF_Technique.Type.FLOAT_VEC4;
                                        tech.parameters.Add(tParam);
                                        tUni       = new GlTF_Technique.Uniform();
                                        tUni.name  = pName;
                                        tUni.param = tParam.name;
                                        tech.uniforms.Add(tUni);
                                    }
                                    else if (pType == ShaderUtil.ShaderPropertyType.Float ||
                                             pType == ShaderUtil.ShaderPropertyType.Range)
                                    {
                                        tParam      = new GlTF_Technique.Parameter();
                                        tParam.name = pName;
                                        tParam.type = GlTF_Technique.Type.FLOAT;
                                        tech.parameters.Add(tParam);
                                        tUni       = new GlTF_Technique.Uniform();
                                        tUni.name  = pName;
                                        tUni.param = tParam.name;
                                        tech.uniforms.Add(tUni);
                                    }
                                    else if (pType == ShaderUtil.ShaderPropertyType.TexEnv)
                                    {
                                        var td = ShaderUtil.GetTexDim(s, j);
                                        if (td == UnityEngine.Rendering.TextureDimension.Tex2D)
                                        {
                                            tParam      = new GlTF_Technique.Parameter();
                                            tParam.name = pName;
                                            tParam.type = GlTF_Technique.Type.SAMPLER_2D;
                                            tech.parameters.Add(tParam);
                                            tUni       = new GlTF_Technique.Uniform();
                                            tUni.name  = pName;
                                            tUni.param = tParam.name;
                                            tech.uniforms.Add(tUni);
                                        }
                                    }
                                }

                                // create program
                                GlTF_Program program = new GlTF_Program();
                                program.name = GlTF_Program.GetNameFromObject(s);
                                tech.program = program.name;
                                foreach (var attr in tech.attributes)
                                {
                                    program.attributes.Add(attr.name);
                                }
                                GlTF_Writer.programs.Add(program);

                                // shader
                                GlTF_Shader vs = new GlTF_Shader();
                                vs.name = GlTF_Shader.GetNameFromObject(s, GlTF_Shader.Type.Vertex);
                                program.vertexShader = vs.name;
                                vs.type = GlTF_Shader.Type.Vertex;
                                vs.uri  = preset.GetVertexShader(s.name);
                                GlTF_Writer.shaders.Add(vs);

                                GlTF_Shader fs = new GlTF_Shader();
                                fs.name = GlTF_Shader.GetNameFromObject(s, GlTF_Shader.Type.Fragment);
                                program.fragmentShader = fs.name;
                                fs.type = GlTF_Shader.Type.Fragment;
                                fs.uri  = preset.GetFragmentShader(s.name);
                                GlTF_Writer.shaders.Add(fs);
                            }

                            int spCount2 = ShaderUtil.GetPropertyCount(s);
                            for (var j = 0; j < spCount2; ++j)
                            {
                                var pName = ShaderUtil.GetPropertyName(s, j);
                                var pType = ShaderUtil.GetPropertyType(s, j);

                                if (pType == ShaderUtil.ShaderPropertyType.Color)
                                {
                                    var matCol = new GlTF_Material.ColorValue();
                                    matCol.name  = pName;
                                    matCol.color = mat.GetColor(pName);
                                    material.values.Add(matCol);
                                }
                                else if (pType == ShaderUtil.ShaderPropertyType.Vector)
                                {
                                    var matVec = new GlTF_Material.VectorValue();
                                    matVec.name   = pName;
                                    matVec.vector = mat.GetVector(pName);
                                    material.values.Add(matVec);
                                }
                                else if (pType == ShaderUtil.ShaderPropertyType.Float ||
                                         pType == ShaderUtil.ShaderPropertyType.Range)
                                {
                                    var matFloat = new GlTF_Material.FloatValue();
                                    matFloat.name  = pName;
                                    matFloat.value = mat.GetFloat(pName);
                                    material.values.Add(matFloat);
                                }
                                else if (pType == ShaderUtil.ShaderPropertyType.TexEnv)
                                {
                                    var td = ShaderUtil.GetTexDim(s, j);
                                    if (td == UnityEngine.Rendering.TextureDimension.Tex2D)
                                    {
                                        var t = mat.GetTexture(pName);
                                        if (t == null)
                                        {
                                            continue;
                                        }
                                        var val = new GlTF_Material.StringValue();
                                        val.name = pName;
                                        string texName = null;
                                        texName   = GlTF_Texture.GetNameFromObject(t);
                                        val.value = texName;
                                        material.values.Add(val);
                                        if (!GlTF_Writer.textures.ContainsKey(texName))
                                        {
                                            var        texPath = ExportTexture(t, savedPath);
                                            GlTF_Image img     = new GlTF_Image();
                                            img.name = GlTF_Image.GetNameFromObject(t);
                                            img.uri  = texPath;
                                            GlTF_Writer.images.Add(img);

                                            GlTF_Sampler sampler;
                                            var          samplerName = GlTF_Sampler.GetNameFromObject(t);
                                            if (GlTF_Writer.samplers.ContainsKey(samplerName))
                                            {
                                                sampler = GlTF_Writer.samplers[samplerName];
                                            }
                                            else
                                            {
                                                sampler      = new GlTF_Sampler(t);
                                                sampler.name = samplerName;
                                                GlTF_Writer.samplers[samplerName] = sampler;
                                            }

                                            GlTF_Texture texture = new GlTF_Texture();
                                            texture.name        = texName;
                                            texture.source      = img.name;
                                            texture.samplerName = samplerName;

                                            GlTF_Writer.textures.Add(texName, texture);
                                        }
                                    }
                                }
                            }
                        }
                    }

                    mesh.primitives.Add(primitive);
                }

                mesh.Populate(m);
                GlTF_Writer.meshes.Add(mesh);
                if (unpackTexture)
                {
                    TextureUnpacker.ProcessMesh(mesh);
                }

                // calculate bounding box transform
                if (root != null)
                {
                    Matrix4x4 brot = Matrix4x4.identity;
                    if (rotCallback != null)
                    {
                        brot = rotCallback.GetBoundsRotationMatrix(root);
                    }

                    var pos    = tr.position - root.position; // relative to parent
                    var objMat = Matrix4x4.TRS(pos, tr.rotation, tr.lossyScale);

                    //read vertices
                    var ms     = positionAccessor.bufferView.memoryStream;
                    var offset = (int)positionAccessor.byteOffset;
                    var len    = positionAccessor.count;
                    var buffer = new byte[len * 12];
                    var mspos  = ms.Position;
                    ms.Position = offset;
                    ms.Read(buffer, 0, buffer.Length);

                    minHeight = double.MaxValue;
                    maxHeight = double.MinValue;

                    double[] c = writer.RTCCenter;

                    double[] minPos = new double[3];
                    minPos[0] = double.MaxValue;
                    minPos[1] = double.MaxValue;
                    minPos[2] = double.MaxValue;

                    double[] maxPos = new double[3];
                    maxPos[0] = double.MinValue;
                    maxPos[1] = double.MinValue;
                    maxPos[2] = double.MinValue;

                    for (int j = 0; j < len; ++j)
                    {
                        var x = System.BitConverter.ToSingle(buffer, j * 12);
                        var y = System.BitConverter.ToSingle(buffer, j * 12 + 4);
                        var z = System.BitConverter.ToSingle(buffer, j * 12 + 8);

                        // local rotation
                        var lx = objMat.m00 * x + objMat.m01 * y + objMat.m02 * z;
                        var ly = objMat.m10 * x + objMat.m11 * y + objMat.m12 * z;
                        var lz = objMat.m20 * x + objMat.m21 * y + objMat.m22 * z;

                        minHeight = Math.Min(minHeight, ly);
                        maxHeight = Math.Max(maxHeight, ly);

                        // to world
                        double wx = brot.m00 * lx + brot.m01 * ly + brot.m02 * lz;
                        double wy = brot.m10 * lx + brot.m11 * ly + brot.m12 * lz;
                        double wz = brot.m20 * lx + brot.m21 * ly + brot.m22 * lz;

                        // local translation to world
                        double tx = brot.m00 * pos.x + brot.m01 * pos.y + brot.m02 * pos.z;
                        double ty = brot.m10 * pos.x + brot.m11 * pos.y + brot.m12 * pos.z;
                        double tz = brot.m20 * pos.x + brot.m21 * pos.y + brot.m22 * pos.z;

                        wx += tx;
                        wy += ty;
                        wz += tz;

                        if (c != null)
                        {
                            wx += c[0];
                            wy += c[1];
                            wz += c[2];
                        }

                        minPos[0] = Math.Min(minPos[0], wx);
                        minPos[1] = Math.Min(minPos[1], wy);
                        minPos[2] = Math.Min(minPos[2], wz);

                        maxPos[0] = Math.Max(maxPos[0], wx);
                        maxPos[1] = Math.Max(maxPos[1], wy);
                        maxPos[2] = Math.Max(maxPos[2], wz);
                    }

                    ms.Position = mspos;

                    BoundsDouble tbb = new BoundsDouble();
                    tbb.Encapsulate(new BoundsDouble(minPos, maxPos));
                    bb.Encapsulate(tbb);
                }
            }

            Animation a = tr.GetComponent <Animation>();

            //				Animator a = tr.GetComponent<Animator>();
            if (a != null)
            {
                AnimationClip[] clips  = AnimationUtility.GetAnimationClips(tr.gameObject);
                int             nClips = clips.Length;
                //					int nClips = a.GetClipCount();
                for (int i = 0; i < nClips; i++)
                {
                    GlTF_Animation anim = new GlTF_Animation(a.name);
                    anim.Populate(clips[i]);
                    GlTF_Writer.animations.Add(anim);
                }
            }


            // next, build hierarchy of nodes
            GlTF_Node node = new GlTF_Node();

            Matrix4x4 rotMat = Matrix4x4.identity;
            if (root != null && rotCallback != null)
            {
                rotMat = rotCallback.GetNodeRotationMatrix(root);
            }

            if (tr == root)
            {
                Matrix4x4 mat = Matrix4x4.identity;
                mat.m22 = -1; // flip z axis

                if (rotMat != Matrix4x4.identity)
                {
                    mat = rotMat;
                }

                // do not use global position if rtc is defined
                Vector3 pos = Vector3.zero;
                if (writer.RTCCenter == null)
                {
                    pos = tr.localPosition;
                }

                mat         = mat * Matrix4x4.TRS(pos, tr.localRotation, tr.localScale);
                node.matrix = new GlTF_Matrix(mat);
            }
            else
            {
                node.hasParent = true;
                if (tr.localPosition != Vector3.zero)
                {
                    node.translation = new GlTF_Translation(tr.localPosition);
                }
                if (tr.localScale != Vector3.one)
                {
                    node.scale = new GlTF_Scale(tr.localScale);
                }
                if (tr.localRotation != Quaternion.identity)
                {
                    node.rotation = new GlTF_Rotation(tr.localRotation);
                }
            }

            node.name = GlTF_Node.GetNameFromObject(tr);
            if (tr.GetComponent <Camera>() != null)
            {
                node.cameraName = tr.name;
            }
            else if (tr.GetComponent <Light>() != null)
            {
                node.lightName = tr.name;
            }
            else if (m != null)
            {
                node.meshNames.Add(GlTF_Mesh.GetNameFromObject(m));
            }

            foreach (Transform t in tr.transform)
            {
                var found = false;
                foreach (var check in trs)
                {
                    if (t == check)
                    {
                        found = true;
                        break;
                    }
                }
                if (found)
                {
                    node.childrenNames.Add(GlTF_Node.GetNameFromObject(t));
                }
            }

            GlTF_Writer.nodes.Add(node);
        }

        if (copyShaders && preset.shaderDir != null)
        {
            var sd = Path.Combine(Application.dataPath, preset.shaderDir);
            foreach (var shader in GlTF_Writer.shaders)
            {
                var srcPath = Path.Combine(sd, shader.uri);
                if (File.Exists(srcPath))
                {
                    var dstPath = Path.Combine(savedPath, shader.uri);
                    File.Copy(srcPath, dstPath, true);
                }
            }
        }

        // third, add meshes etc to byte stream, keeping track of buffer offsets
        writer.Write();
        writer.CloseFiles();
        return(bb);
    }
예제 #22
0
    // Rebuild hierarchy and returns root bone
    public Transform rebuildBoneHierarchy(SkinnedMeshRenderer skin, ref List <Transform> joints)
    {
        List <string>    skeletons    = new List <string>();
        List <Transform> tbones       = new List <Transform>();
        List <Transform> traversed    = new List <Transform>();    // Will be returned and contain all the nodes that are in the hierarchy but not used as bones (that need to be converted)
        Transform        computedRoot = null;

        // Get bones
        foreach (Transform bone in skin.bones)
        {
            tbones.Add(bone);
        }
        List <Transform> haveBParents = new List <Transform>();

        // Check and list bones that have parents that are bon in this skin
        foreach (Transform b in tbones)
        {
            Transform temp = b.parent;
            while (temp.parent)
            {
                if (tbones.Contains(temp))
                {
                    haveBParents.Add(b);
                    break;
                }
                temp = temp.parent;
            }
        }

        // Remove bones having parents from the list
        foreach (Transform b in haveBParents)
        {
            tbones.Remove(b);
        }

        // if more than one root, find common ancestor
        if (tbones.Count > 1)
        {
            Transform        rootSkeleton = null;                         //Will get the final root node
            List <Transform> visited      = new List <Transform>(tbones); // internal list to detect parenting
            List <Transform> evol         = new List <Transform>(tbones); // used to increment on each node
            // Get the parent of each bone
            while (evol.Count > 1)
            {
                for (int i = 0; i < evol.Count; ++i)
                {
                    evol[i] = evol[i].parent;
                    if (evol[i] != null)
                    {
                        if (!traversed.Contains(evol[i]))
                        {
                            traversed.Add(evol[i]);
                        }

                        if (visited.Contains(evol[i]))
                        {
                            rootSkeleton = evol[i];
                            evol[i]      = null;
                        }
                        else
                        {
                            visited.Add(evol[i]);
                        }
                    }
                }

                List <Transform> clean = new List <Transform>();
                foreach (Transform t in evol)
                {
                    if (t)
                    {
                        clean.Add(t);
                    }
                }

                evol = new List <Transform>(clean);
            }

            skeletons.Add(GlTF_Node.GetNameFromObject(rootSkeleton));
            computedRoot = rootSkeleton;
        }
        else if (tbones.Count == 1)
        {
            skeletons.Add(GlTF_Node.GetNameFromObject(tbones[0]));
            computedRoot = tbones[0];
        }

        joints.AddRange(traversed);

        return(computedRoot);
    }