예제 #1
0
        void App_Startup(object sender, StartupEventArgs e)
        {
            try {
                MLibrary.initialize("MayaWpfStandAlone");
                bool bSuccess = MayaTheme.Initialize(this);

                string    fileName;
                string [] args = Environment.GetCommandLineArgs();
                if (args.Length <= 1)
                {
                    Microsoft.Win32.OpenFileDialog dlg = new Microsoft.Win32.OpenFileDialog();
                    dlg.FileName   = "Maya Files";              // Default file name
                    dlg.DefaultExt = ".ma";                     // Default file extension
                    dlg.Filter     = "Maya Files (.ma/.mb)|*.ma;*.mb|Maya ASCII (.ma)|*.ma|Maya Binary (.mb)|*.mb|All files (*.*)|*.*";
                    Nullable <bool> result = dlg.ShowDialog();
                    if (result == true)
                    {
                        fileName = dlg.FileName;
                    }
                    else
                    {
                        return;
                    }
                }
                else
                {
                    fileName = args [1];
                }

                MFileIO.newFile(true);
                fileName = fileName.Replace('\\', '/');
                MFileIO.open(fileName);
            } catch (System.Exception ex) {
                MessageBox.Show(ex.Message, "Error during Maya API initialization. This program will exit");
                Application.Current.Shutdown();
            }
        }
예제 #2
0
        public void Export(string outputDirectory, string outputFileName, string outputFormat, bool generateManifest,
                           bool onlySelected, bool autoSaveMayaFile, bool exportHiddenObjects, bool copyTexturesToOutput,
                           bool optimizeVertices, bool exportTangents, string scaleFactor, bool exportSkin)
        {
            // Chekc if the animation is running
            MGlobal.executeCommand("play -q - state", out int isPlayed);
            if (isPlayed == 1)
            {
                RaiseError("Stop the animation before exporting.");
                return;
            }

            // Check input text is valid
            var scaleFactorFloat = 1.0f;

            try
            {
                scaleFactor      = scaleFactor.Replace(".", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactor      = scaleFactor.Replace(",", System.Globalization.NumberFormatInfo.CurrentInfo.NumberDecimalSeparator);
                scaleFactorFloat = float.Parse(scaleFactor);
            }
            catch
            {
                RaiseError("Scale factor is not a valid number.");
                return;
            }

            RaiseMessage("Exportation started", Color.Blue);
            var progression = 0.0f;

            ReportProgressChanged(progression);

            // Store export options
            _onlySelected        = onlySelected;
            _exportHiddenObjects = exportHiddenObjects;
            _optimizeVertices    = optimizeVertices;
            _exportTangents      = exportTangents;
            CopyTexturesToOutput = copyTexturesToOutput;
            isBabylonExported    = outputFormat == "babylon" || outputFormat == "binary babylon";
            _exportSkin          = exportSkin;

            // Check directory exists
            if (!Directory.Exists(outputDirectory))
            {
                RaiseError("Exportation stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();

            var outputBabylonDirectory = outputDirectory;
            var babylonScene           = new BabylonScene(outputBabylonDirectory);

            // Save scene
            if (autoSaveMayaFile)
            {
                RaiseMessage("Saving Maya file");

                // Query expand file name
                string fileName = MGlobal.executeCommandStringResult($@"file -q -exn;");

                // If scene has already been saved previously
                if (fileName.EndsWith(".ma") || fileName.EndsWith(".mb"))
                {
                    // Name is already specified and this line will not fail
                    MFileIO.save();
                }
                else
                {
                    // Open SaveAs dialog window
                    MGlobal.executeCommand($@"fileDialog2;");
                }
            }

            // Force output file extension to be babylon
            outputFileName = Path.ChangeExtension(outputFileName, "babylon");

            // Store selected nodes
            MSelectionList selectedNodes = new MSelectionList();

            MGlobal.getActiveSelectionList(selectedNodes);
            selectedNodeFullPaths = new List <string>();
            MItSelectionList mItSelectionList = new MItSelectionList(selectedNodes);

            while (!mItSelectionList.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                try
                {
                    mItSelectionList.getDagPath(mDagPath);
                    selectedNodeFullPaths.Add(mDagPath.fullPathName);
                } catch
                {
                    // selected object is not a DAG object
                    // fail silently
                }

                mItSelectionList.next();
            }
            if (selectedNodeFullPaths.Count > 0)
            {
                RaiseMessage("Selected nodes full path");
                foreach (string selectedNodeFullPath in selectedNodeFullPaths)
                {
                    RaiseMessage(selectedNodeFullPath, 1);
                }
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name             = "Maya",
                version          = "2018",
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear = true;
            // TODO - Retreive colors from Maya
            //babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            //babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            // TODO - Add custom properties
            _exportQuaternionsInsteadOfEulers = true;

            PrintDAG(true);
            PrintDAG(false);

            // --------------------
            // ------ Nodes -------
            // --------------------
            RaiseMessage("Exporting nodes");

            // Clear materials
            referencedMaterials.Clear();
            multiMaterials.Clear();

            // Get all nodes
            var             dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kTransform);
            List <MDagPath> nodes       = new List <MDagPath>();

            while (!dagIterator.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                dagIterator.getPath(mDagPath);

                // Check if one of its descendant (direct or not) is a mesh/camera/light/locator
                if (isNodeRelevantToExportRec(mDagPath)
                    // Ensure it's not one of the default cameras used as viewports in Maya
                    && defaultCameraNames.Contains(mDagPath.partialPathName) == false)
                {
                    nodes.Add(mDagPath);
                }
                else
                {
                    // Skip descendants
                    dagIterator.prune();
                }

                dagIterator.next();
            }
            // Export all nodes
            var progressionStep = 100.0f / nodes.Count;

            foreach (MDagPath mDagPath in nodes)
            {
                BabylonNode babylonNode = null;

                switch (getApiTypeOfDirectDescendants(mDagPath))
                {
                case MFn.Type.kMesh:
                    babylonNode = ExportMesh(mDagPath, babylonScene);
                    break;

                case MFn.Type.kCamera:
                    babylonNode = ExportCamera(mDagPath, babylonScene);
                    break;

                case MFn.Type.kLight:     // Lights api type are actually kPointLight, kSpotLight...
                    babylonNode = ExportLight(mDagPath, babylonScene);
                    break;

                case MFn.Type.kLocator:     // Camera target
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                    break;
                }

                // If node is not exported successfully
                if (babylonNode == null)
                {
                    // Create a dummy (empty mesh)
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                }
                ;

                // Update progress bar
                progression += progressionStep;
                ReportProgressChanged(progression);

                CheckCancelled();
            }
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // if nothing is enlightened, exclude all meshes
            foreach (BabylonLight light in babylonScene.LightsList)
            {
                if (light.includedOnlyMeshesIds.Length == 0)
                {
                    light.excludedMeshesIds = babylonScene.MeshesList.Select(m => m.id).ToArray();
                }
            }

            /*
             * Switch coordinate system at global level
             *
             * Add a root node with negative scaling
             * Pros - It's safer to use a root node
             * Cons - It's cleaner to switch at object level (as it is done now)
             * Use root node method when you want to be 100% sure of the output
             * Don't forget to also inverse winding order of mesh indices
             */
            //// Switch from right to left handed coordinate system
            //MUuid mUuid = new MUuid();
            //mUuid.generate();
            //var rootNode = new BabylonMesh
            //{
            //    name = "root",
            //    id = mUuid.asString(),
            //    scaling = new float[] { 1, 1, -1 }
            //};
            //foreach(var babylonMesh in babylonScene.MeshesList)
            //{
            //    // Add root meshes as child to root node
            //    if (babylonMesh.parentId == null)
            //    {
            //        babylonMesh.parentId = rootNode.id;
            //    }
            //}
            //babylonScene.MeshesList.Add(rootNode);

            // Main camera
            BabylonCamera babylonMainCamera = null;

            if (babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default ambient light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            if (scaleFactorFloat != 1.0f)
            {
                RaiseMessage("A root node is added for scaling", 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Tools.GenerateUUID()
                };
                rootNode.isDummy = true;
                float rootNodeScale = 1.0f / scaleFactorFloat;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // --------------------
            // ----- Materials ----
            // --------------------
            RaiseMessage("Exporting materials");
            GenerateMaterialDuplicationDatas(babylonScene);
            foreach (var mat in referencedMaterials)
            {
                ExportMaterial(mat, babylonScene);
                CheckCancelled();
            }
            foreach (var mat in multiMaterials)
            {
                ExportMultiMaterial(mat.Key, mat.Value, babylonScene);
                CheckCancelled();
            }
            UpdateMeshesMaterialId(babylonScene);
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);


            // Export skeletons
            if (_exportSkin && skins.Count > 0)
            {
                progressSkin     = 0;
                progressSkinStep = 100 / skins.Count;
                ReportProgressChanged(progressSkin);
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // Output
            babylonScene.Prepare(false, false);
            if (isBabylonExported)
            {
                Write(babylonScene, outputBabylonDirectory, outputFileName, outputFormat, generateManifest);
            }

            ReportProgressChanged(100);

            // Export glTF
            if (outputFormat == "gltf" || outputFormat == "glb")
            {
                bool generateBinary = outputFormat == "glb";
                ExportGltf(babylonScene, outputDirectory, outputFileName, generateBinary);
            }

            watch.Stop();
            RaiseMessage(string.Format("Exportation done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }
예제 #3
0
        /// <summary>
        /// Export to file
        /// </summary>
        /// <param name="outputDirectory">The directory to store the generated files</param>
        /// <param name="outputFileName">The filename to use for the generated files</param>
        /// <param name="outputFormat">The format to use for the generated files</param>
        /// <param name="generateManifest">Specifies if a manifest file should be generated</param>
        /// <param name="onlySelected">Specifies if only the selected objects should be exported</param>
        /// <param name="autoSaveMayaFile">Specifies if the Maya scene should be auto-saved</param>
        /// <param name="exportHiddenObjects">Specifies if hidden objects should be exported</param>
        /// <param name="copyTexturesToOutput">Specifies if textures should be copied to the output directory</param>
        /// <param name="optimizeVertices">Specifies if vertices should be optimized on export</param>
        /// <param name="exportTangents">Specifies if tangents should be exported</param>
        /// <param name="scaleFactor">Scales the scene by this factor</param>
        /// <param name="exportSkin">Specifies if skins should be exported</param>
        /// <param name="quality">The texture quality</param>
        /// <param name="dracoCompression">Specifies if draco compression should be used</param>
        /// <param name="exportMorphNormal">Specifies if normals should be exported for morph targets</param>
        /// <param name="exportMorphTangent">Specifies if tangents should be exported for morph targets</param>
        /// <param name="exportKHRLightsPunctual">Specifies if the KHR_lights_punctual extension should be enabled</param>
        /// <param name="exportKHRTextureTransform">Specifies if the KHR_texture_transform extension should be enabled</param>
        /// <param name="bakeAnimationFrames">Specifies if animations should be exporting keyframes directly or should manually bake out animations frame by frame</param>
        public void Export(ExportParameters exportParameters)
        {
            this.exportParameters = exportParameters;

            // Check if the animation is running
            MGlobal.executeCommand("play -q - state", out int isPlayed);
            if (isPlayed == 1)
            {
                RaiseError("Stop the animation before exporting.");
                return;
            }

            RaiseMessage("Export started", Color.Blue);
            var progression = 0.0f;

            ReportProgressChanged(progression);

            // Store export options
            this.isBabylonExported = exportParameters.outputFormat == "babylon" || exportParameters.outputFormat == "binary babylon";

            var outputBabylonDirectory = Path.GetDirectoryName(exportParameters.outputPath);

            // Check directory exists
            if (!Directory.Exists(outputBabylonDirectory))
            {
                RaiseError("Export stopped: Output folder does not exist");
                ReportProgressChanged(100);
                return;
            }

            var watch = new Stopwatch();

            watch.Start();


            var babylonScene = new BabylonScene(outputBabylonDirectory);

            // Save scene
            if (exportParameters.autoSaveSceneFile)
            {
                RaiseMessage("Saving Maya file");

                // Query expand file name
                string fileName = MGlobal.executeCommandStringResult($@"file -q -exn;");

                // If scene has already been saved previously
                if (fileName.EndsWith(".ma") || fileName.EndsWith(".mb"))
                {
                    // Name is already specified and this line will not fail
                    MFileIO.save();
                }
                else
                {
                    // Open SaveAs dialog window
                    MGlobal.executeCommand($@"fileDialog2;");
                }
            }

            // Force output file extension to be babylon
            var outputFileName = Path.ChangeExtension(Path.GetFileName(exportParameters.outputPath), "babylon");

            // Store selected nodes
            MSelectionList selectedNodes = new MSelectionList();

            MGlobal.getActiveSelectionList(selectedNodes);
            selectedNodeFullPaths = new List <string>();
            MItSelectionList mItSelectionList = new MItSelectionList(selectedNodes);

            while (!mItSelectionList.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                try
                {
                    mItSelectionList.getDagPath(mDagPath);
                    selectedNodeFullPaths.Add(mDagPath.fullPathName);
                } catch
                {
                    // selected object is not a DAG object
                    // fail silently
                }

                mItSelectionList.next();
            }
            if (selectedNodeFullPaths.Count > 0)
            {
                RaiseMessage("Selected nodes full path");
                foreach (string selectedNodeFullPath in selectedNodeFullPaths)
                {
                    RaiseMessage(selectedNodeFullPath, 1);
                }
            }

            // Producer
            babylonScene.producer = new BabylonProducer
            {
                name             = "Maya",
                version          = "2018",
                exporter_version = exporterVersion,
                file             = outputFileName
            };

            // Global
            babylonScene.autoClear = true;
            // TODO - Retreive colors from Maya
            //babylonScene.clearColor = Loader.Core.GetBackGround(0, Tools.Forever).ToArray();
            //babylonScene.ambientColor = Loader.Core.GetAmbient(0, Tools.Forever).ToArray();

            babylonScene.TimelineStartFrame      = Loader.GetMinTime();
            babylonScene.TimelineEndFrame        = Loader.GetMaxTime();
            babylonScene.TimelineFramesPerSecond = Loader.GetFPS();

            // TODO - Add custom properties
            _exportQuaternionsInsteadOfEulers = true;

            PrintDAG(true);
            PrintDAG(false);

            // Store the current frame. It can be change to find a proper one for the node/bone export
            double currentTime = Loader.GetCurrentTime();

            // --------------------
            // ------ Nodes -------
            // --------------------
            RaiseMessage("Exporting nodes");

            // It makes each morph target manager export starts from id = 0.
            BabylonMorphTargetManager.Reset();

            // Clear materials
            referencedMaterials.Clear();
            multiMaterials.Clear();

            // Get all nodes
            var             dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kTransform);
            List <MDagPath> nodes       = new List <MDagPath>();

            while (!dagIterator.isDone)
            {
                MDagPath mDagPath = new MDagPath();
                dagIterator.getPath(mDagPath);

                // Check if one of its descendant (direct or not) is a mesh/camera/light/locator
                if (isNodeRelevantToExportRec(mDagPath)
                    // Ensure it's not one of the default cameras used as viewports in Maya
                    && defaultCameraNames.Contains(mDagPath.partialPathName) == false)
                {
                    nodes.Add(mDagPath);
                }
                else
                {
                    // Skip descendants
                    dagIterator.prune();
                }

                dagIterator.next();
            }
            // Export all nodes
            var progressionStep = 100.0f / nodes.Count;

            foreach (MDagPath mDagPath in nodes)
            {
                BabylonNode babylonNode = null;

                try
                {
                    switch (getApiTypeOfDirectDescendants(mDagPath))
                    {
                    case MFn.Type.kMesh:
                        babylonNode = ExportMesh(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kCamera:
                        babylonNode = ExportCamera(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kLight:     // Lights api type are actually kPointLight, kSpotLight...
                        babylonNode = ExportLight(mDagPath, babylonScene);
                        break;

                    case MFn.Type.kLocator:     // Camera target
                        babylonNode = ExportDummy(mDagPath, babylonScene);
                        break;
                    }
                }
                catch (Exception e)
                {
                    this.RaiseWarning(String.Format("Exception raised during export. Node will be exported as dummy node. \r\nMessage: \r\n{0} \r\n{1}", e.Message, e.InnerException), 2);
                }

                // If node is not exported successfully
                if (babylonNode == null)
                {
                    // Create a dummy (empty mesh)
                    babylonNode = ExportDummy(mDagPath, babylonScene);
                }
                ;

                // Update progress bar
                progression += progressionStep;
                ReportProgressChanged(progression);

                CheckCancelled();
            }
            RaiseMessage(string.Format("Total meshes: {0}", babylonScene.MeshesList.Count), Color.Gray, 1);


            // if nothing is enlightened, exclude all meshes
            foreach (BabylonLight light in babylonScene.LightsList)
            {
                if (light.includedOnlyMeshesIds.Length == 0)
                {
                    light.excludedMeshesIds = babylonScene.MeshesList.Select(m => m.id).ToArray();
                }
            }

            /*
             * Switch coordinate system at global level
             *
             * Add a root node with negative scaling
             * Pros - It's safer to use a root node
             * Cons - It's cleaner to switch at object level (as it is done now)
             * Use root node method when you want to be 100% sure of the output
             * Don't forget to also inverse winding order of mesh indices
             */
            //// Switch from right to left handed coordinate system
            //MUuid mUuid = new MUuid();
            //mUuid.generate();
            //var rootNode = new BabylonMesh
            //{
            //    name = "root",
            //    id = mUuid.asString(),
            //    scaling = new float[] { 1, 1, -1 }
            //};
            //foreach(var babylonMesh in babylonScene.MeshesList)
            //{
            //    // Add root meshes as child to root node
            //    if (babylonMesh.parentId == null)
            //    {
            //        babylonMesh.parentId = rootNode.id;
            //    }
            //}
            //babylonScene.MeshesList.Add(rootNode);

            // Main camera
            BabylonCamera babylonMainCamera = null;

            if (babylonScene.CamerasList.Count > 0)
            {
                // Set first camera as main one
                babylonMainCamera           = babylonScene.CamerasList[0];
                babylonScene.activeCameraID = babylonMainCamera.id;
                RaiseMessage("Active camera set to " + babylonMainCamera.name, Color.Green, 1, true);
            }

            if (babylonMainCamera == null)
            {
                RaiseWarning("No camera defined", 1);
            }
            else
            {
                RaiseMessage(string.Format("Total cameras: {0}", babylonScene.CamerasList.Count), Color.Gray, 1);
            }

            // Default light
            if (!exportParameters.pbrNoLight && babylonScene.LightsList.Count == 0)
            {
                RaiseWarning("No light defined", 1);
                RaiseWarning("A default ambient light was added for your convenience", 1);
                ExportDefaultLight(babylonScene);
            }
            else
            {
                RaiseMessage(string.Format("Total lights: {0}", babylonScene.LightsList.Count), Color.Gray, 1);
            }

            var sceneScaleFactor = exportParameters.scaleFactor;

            if (exportParameters.scaleFactor != 1.0f)
            {
                RaiseMessage(String.Format("A root node is added to globally scale the scene by {0}", sceneScaleFactor), 1);

                // Create root node for scaling
                BabylonMesh rootNode = new BabylonMesh {
                    name = "root", id = Tools.GenerateUUID()
                };
                rootNode.isDummy = true;
                float rootNodeScale = sceneScaleFactor;
                rootNode.scaling = new float[3] {
                    rootNodeScale, rootNodeScale, rootNodeScale
                };

                if (ExportQuaternionsInsteadOfEulers)
                {
                    rootNode.rotationQuaternion = new float[] { 0, 0, 0, 1 };
                }
                else
                {
                    rootNode.rotation = new float[] { 0, 0, 0 };
                }

                // Update all top nodes
                var babylonNodes = new List <BabylonNode>();
                babylonNodes.AddRange(babylonScene.MeshesList);
                babylonNodes.AddRange(babylonScene.CamerasList);
                babylonNodes.AddRange(babylonScene.LightsList);
                foreach (BabylonNode babylonNode in babylonNodes)
                {
                    if (babylonNode.parentId == null)
                    {
                        babylonNode.parentId = rootNode.id;
                    }
                }

                // Store root node
                babylonScene.MeshesList.Add(rootNode);
            }

            // --------------------
            // ----- Materials ----
            // --------------------
            RaiseMessage("Exporting materials");
            GenerateMaterialDuplicationDatas(babylonScene);
            foreach (var mat in referencedMaterials)
            {
                ExportMaterial(mat, babylonScene, exportParameters.pbrFull);
                CheckCancelled();
            }
            foreach (var mat in multiMaterials)
            {
                ExportMultiMaterial(mat.Key, mat.Value, babylonScene, exportParameters.pbrFull);
                CheckCancelled();
            }
            UpdateMeshesMaterialId(babylonScene);
            RaiseMessage(string.Format("Total: {0}", babylonScene.MaterialsList.Count + babylonScene.MultiMaterialsList.Count), Color.Gray, 1);


            // Export skeletons
            if (exportParameters.exportSkins && skins.Count > 0)
            {
                progressSkin     = 0;
                progressSkinStep = 100 / skins.Count;
                ReportProgressChanged(progressSkin);
                RaiseMessage("Exporting skeletons");
                foreach (var skin in skins)
                {
                    ExportSkin(skin, babylonScene);
                }
            }

            // set back the frame
            Loader.SetCurrentTime(currentTime);

            // ----------------------------
            // ----- Animation groups -----
            // ----------------------------
            RaiseMessage("Export animation groups");
            // add animation groups to the scene
            babylonScene.animationGroups = ExportAnimationGroups(babylonScene);


            if (isBabylonExported)
            {
                // if we are exporting to .Babylon then remove then remove animations from nodes if there are animation groups.
                if (babylonScene.animationGroups.Count > 0)
                {
                    // add animations of each nodes in the animGroup
                    List <BabylonNode> babylonNodes = new List <BabylonNode>();
                    babylonNodes.AddRange(babylonScene.MeshesList);
                    babylonNodes.AddRange(babylonScene.CamerasList);
                    babylonNodes.AddRange(babylonScene.LightsList);

                    foreach (BabylonNode node in babylonNodes)
                    {
                        node.animations = null;
                    }
                    foreach (BabylonSkeleton skel in babylonScene.SkeletonsList)
                    {
                        foreach (BabylonBone bone in skel.bones)
                        {
                            bone.animation = null;
                        }
                    }
                }

                // setup a default skybox for the scene for .Babylon export.
                var sourcePath = exportParameters.pbrEnvironment;
                if (!string.IsNullOrEmpty(sourcePath))
                {
                    babylonScene.createDefaultSkybox = exportParameters.createDefaultSkybox;
                    var fileName = Path.GetFileName(sourcePath);

                    // Allow only dds file format
                    if (!fileName.EndsWith(".dds"))
                    {
                        RaiseWarning("Failed to export defauenvironment texture: only .dds format is supported.");
                    }
                    else
                    {
                        RaiseMessage($"texture id = Max_Babylon_Default_Environment");
                        babylonScene.environmentTexture = fileName;

                        if (exportParameters.writeTextures)
                        {
                            try
                            {
                                var destPath = Path.Combine(babylonScene.OutputPath, fileName);
                                if (File.Exists(sourcePath) && sourcePath != destPath)
                                {
                                    File.Copy(sourcePath, destPath, true);
                                }
                            }
                            catch
                            {
                                // silently fails
                                RaiseMessage($"Fail to export the default env texture", 3);
                            }
                        }
                    }
                }
            }

            // Output
            babylonScene.Prepare(false, false);

            if (isBabylonExported)
            {
                Write(babylonScene, outputBabylonDirectory, outputFileName, exportParameters.outputFormat, exportParameters.generateManifest);
            }

            ReportProgressChanged(100);

            // Export glTF
            if (exportParameters.outputFormat == "gltf" || exportParameters.outputFormat == "glb")
            {
                bool generateBinary = exportParameters.outputFormat == "glb";

                GLTFExporter gltfExporter = new GLTFExporter();
                gltfExporter.ExportGltf(this.exportParameters, babylonScene, outputBabylonDirectory, outputFileName, generateBinary, this);
            }

            watch.Stop();
            RaiseMessage(string.Format("Export done in {0:0.00}s", watch.ElapsedMilliseconds / 1000.0), Color.Blue);
        }
예제 #4
0
        public override void doIt(MArgList args)
        {
            MStringArray referenceFiles = new MStringArray();

            MFileIO.getReferences(referenceFiles);

            string log = "";

            for (int i = 0; i < referenceFiles.length; i++)
            {
                MStringArray connectionsMade = new MStringArray();
                MFileIO.getReferenceConnectionsMade(referenceFiles[i],
                                                    connectionsMade);

                log = string.Format("{0} Referenced File: {1}:\nConnections Made:\n", log, referenceFiles[i]);
                int j;
                for (j = 0; j < connectionsMade.length; j += 2)
                {
                    log = string.Format("	 {0} -> ", connectionsMade[j]);
                    if (j + 1 < connectionsMade.length)
                    {
                        log = log + connectionsMade[j + 1];
                    }
                    log += "\n";
                }

                MStringArray connectionsBroken = new MStringArray();
                MFileIO.getReferenceConnectionsBroken(referenceFiles[i],
                                                      connectionsBroken);

                log += "\n	Connections Broken: \n";
                for (j = 0; j < connectionsBroken.length; j += 2)
                {
                    log = string.Format("{0}	{1} -> ", log, connectionsBroken[j]);
                    if (j + 1 < connectionsBroken.length)
                    {
                        log += connectionsBroken[j + 1];
                    }
                    log += "\n";
                }
                log += "\n";

                MStringArray referencedNodes = new MStringArray();

                log += "	Attrs Changed Since File Open:\n";
                MFileIO.getReferenceNodes(referenceFiles[i], referencedNodes);
                for (j = 0; j < referencedNodes.length; j++)
                {
                    // For each node, call a MEL command to get its
                    // attributes.  Say we're only interested in scalars.
                    //
                    string cmd = string.Format("listAttr -s -cfo {0}", referencedNodes[j]);

                    MStringArray referencedAttributes = new MStringArray();

                    MGlobal.executeCommand(cmd, referencedAttributes);
                    for (int k = 0; k < referencedAttributes.length; k++)
                    {
                        log += string.Format("		{0}.{1}\n",
                                             referencedNodes[j], referencedAttributes[k]);
                    }
                }
                log += "\n";
            }

            // End of output
            //
            log += "=====================================";
            MGlobal.displayInfo(log);
            return;
        }