예제 #1
0
        private static List <Material> GetMaterialsMesh(ref MFnMesh Mesh, ref MDagPath Path)
        {
            // Get materials for this mesh
            var Result = new List <Material>();

            // Fetch data
            var Shaders       = new MObjectArray();
            var ShaderIndices = new MIntArray();

            Mesh.getConnectedShaders(Path.instanceNumber, Shaders, ShaderIndices);

            // Iterate and add
            for (int i = 0; i < (int)Shaders.length; i++)
            {
                // Find plug
                var ShaderNode = new MFnDependencyNode(Shaders[i]);
                var ShaderPlug = ShaderNode.findPlug("surfaceShader");
                var MatPlug    = new MPlugArray();
                ShaderPlug.connectedTo(MatPlug, true, false);

                if (MatPlug.length > 0)
                {
                    Result.Add(new Material(CleanNodeName(new MFnDependencyNode(MatPlug[0].node).name)));
                }
            }

            return(Result);
        }
        public MayaMeshData(MFnMesh mesh)
        {
            this.Mesh     = mesh;
            this.Instance = mesh.dagPath.isInstanced ? mesh.dagPath.instanceNumber : 0;

            mesh.getConnectedShaders(this.Instance, this.Shaders, this.ShaderIndices);
            mesh.getPoints(this.VertexArray, MSpace.Space.kWorld);
            mesh.getUVs(this.UArray, this.VArray);
            mesh.getAssignedUVs(this.UVCounts, this.UVIds);
            mesh.getTriangles(this.TriangleCounts, this.TriangleVertices);
            mesh.getVertexNormals(false, this.Normals);
        }
예제 #3
0
        /// <summary>
        /// Extract all shaders (M2Batch) linked to a mesh.
        /// </summary>
        private static void ExtractMeshShaders(MayaM2Mesh mesh, MDagPath meshPath)
        {
            MGlobal.displayInfo("Looking for shaders in mesh " + meshPath.fullPathName);
            var meshFn = new MFnMesh(meshPath);

            // get the number of instances
            var numInstances = meshFn.parentCount;

            MGlobal.displayInfo("\t" + numInstances + " instances.");

            // loop through each instance of the mesh
            for (uint i = 0; i < numInstances; ++i)
            {
                // attach a function set to this instances parent transform
                //var fn = new MFnDependencyNode(fnMesh.parent(i));

                // this will hold references to the shaders used on the meshes
                var shaderEngines = new MObjectArray();

                // this is used to hold indices to the materials returned in the object array
                var faceIndices = new MIntArray();

                // get the shaders used by the i'th mesh instance
                meshFn.getConnectedShaders(i, shaderEngines, faceIndices);

                switch (shaderEngines.length)
                {
                // if no shader applied to the mesh instance
                case 0:
                    break;

                // if all faces use the same material
                case 1:
                    var materials = GetMaterials(shaderEngines[0]);
                    MGlobal.displayInfo("\t\tIn shaderEngine[0], found " + materials.length + " materials.");

                    //TODO Extract Material data
                    ExtractMaterial(mesh, materials[0]);
                    //TODO Extract Transparency data
                    //TODO Shader
                    break;

                //Multiple materials, each applied only on some faces.
                default:
                    throw new NotImplementedException("Cannot handle more than one shaderEngine per mesh.");
                }
            }
        }
예제 #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="mDagPath">DAG path to the transform above mesh</param>
        /// <param name="babylonScene"></param>
        /// <returns></returns>
        private BabylonNode ExportMesh(MDagPath mDagPath, BabylonScene babylonScene)
        {
            RaiseMessage(mDagPath.partialPathName, 1);

            // Transform above mesh
            MFnTransform mFnTransform = new MFnTransform(mDagPath);

            // Mesh direct child of the transform
            MFnMesh mFnMesh = null;

            for (uint i = 0; i < mFnTransform.childCount; i++)
            {
                MObject childObject = mFnTransform.child(i);
                if (childObject.apiType == MFn.Type.kMesh)
                {
                    var _mFnMesh = new MFnMesh(childObject);
                    if (!_mFnMesh.isIntermediateObject)
                    {
                        mFnMesh = _mFnMesh;
                    }
                }
            }
            if (mFnMesh == null)
            {
                RaiseError("No mesh found has child of " + mDagPath.fullPathName);
                return(null);
            }

            RaiseMessage("mFnMesh.fullPathName=" + mFnMesh.fullPathName, 2);

            // --- prints ---
            #region prints

            Action <MFnDagNode> printMFnDagNode = (MFnDagNode mFnDagNode) =>
            {
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.name=" + mFnDagNode.name, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.absoluteName=" + mFnDagNode.absoluteName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.fullPathName=" + mFnDagNode.fullPathName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.partialPathName=" + mFnDagNode.partialPathName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.activeColor=" + mFnDagNode.activeColor.toString(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.attributeCount=" + mFnDagNode.attributeCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.childCount=" + mFnDagNode.childCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.dormantColor=" + mFnDagNode.dormantColor, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.hasUniqueName=" + mFnDagNode.hasUniqueName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.inUnderWorld=" + mFnDagNode.inUnderWorld, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isDefaultNode=" + mFnDagNode.isDefaultNode, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanceable=" + mFnDagNode.isInstanceable, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced(true)=" + mFnDagNode.isInstanced(true), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced(false)=" + mFnDagNode.isInstanced(false), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced()=" + mFnDagNode.isInstanced(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.instanceCount(true)=" + mFnDagNode.instanceCount(true), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.instanceCount(false)=" + mFnDagNode.instanceCount(false), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isIntermediateObject=" + mFnDagNode.isIntermediateObject, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isShared=" + mFnDagNode.isShared, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.objectColor=" + mFnDagNode.objectColor, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.parentCount=" + mFnDagNode.parentCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.parentNamespace=" + mFnDagNode.parentNamespace, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.uuid().asString()=" + mFnDagNode.uuid().asString(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.dagRoot().apiType=" + mFnDagNode.dagRoot().apiType, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.model.equalEqual(mFnDagNode.objectProperty)=" + mFnDagNode.model.equalEqual(mFnDagNode.objectProperty), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.transformationMatrix.toString()=" + mFnDagNode.transformationMatrix.toString(), 3);
            };

            Action <MFnMesh> printMFnMesh = (MFnMesh _mFnMesh) =>
            {
                printMFnDagNode(mFnMesh);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numVertices=" + _mFnMesh.numVertices, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numEdges=" + _mFnMesh.numEdges, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numPolygons=" + _mFnMesh.numPolygons, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numFaceVertices=" + _mFnMesh.numFaceVertices, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numNormals=" + _mFnMesh.numNormals, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numUVSets=" + _mFnMesh.numUVSets, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numUVsProperty=" + _mFnMesh.numUVsProperty, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.displayColors=" + _mFnMesh.displayColors, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numColorSets=" + _mFnMesh.numColorSets, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numColorsProperty=" + _mFnMesh.numColorsProperty, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.currentUVSetName()=" + _mFnMesh.currentUVSetName(), 3);

                var _uvSetNames = new MStringArray();
                mFnMesh.getUVSetNames(_uvSetNames);
                foreach (var uvSetName in _uvSetNames)
                {
                    RaiseVerbose("BabylonExporter.Mesh | uvSetName=" + uvSetName, 3);
                    RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVs(uvSetName)=" + mFnMesh.numUVs(uvSetName), 4);
                    MFloatArray us = new MFloatArray();
                    MFloatArray vs = new MFloatArray();
                    mFnMesh.getUVs(us, vs, uvSetName);
                    RaiseVerbose("BabylonExporter.Mesh | us.Count=" + us.Count, 4);
                }
            };

            Action <MFnTransform> printMFnTransform = (MFnTransform _mFnMesh) =>
            {
                printMFnDagNode(mFnMesh);
            };

            RaiseVerbose("BabylonExporter.Mesh | mFnMesh data", 2);
            printMFnMesh(mFnMesh);

            RaiseVerbose("BabylonExporter.Mesh | mFnTransform data", 2);
            printMFnTransform(mFnTransform);

            Print(mFnTransform, 2, "Print ExportMesh mFnTransform");

            Print(mFnMesh, 2, "Print ExportMesh mFnMesh");

            //// Geometry
            //MIntArray triangleCounts = new MIntArray();
            //MIntArray trianglesVertices = new MIntArray();
            //mFnMesh.getTriangles(triangleCounts, trianglesVertices);
            //RaiseVerbose("BabylonExporter.Mesh | triangleCounts.ToArray()=" + triangleCounts.ToArray().toString(), 3);
            //RaiseVerbose("BabylonExporter.Mesh | trianglesVertices.ToArray()=" + trianglesVertices.ToArray().toString(), 3);
            //int[] polygonsVertexCount = new int[mFnMesh.numPolygons];
            //for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            //{
            //    polygonsVertexCount[polygonId] = mFnMesh.polygonVertexCount(polygonId);
            //}
            //RaiseVerbose("BabylonExporter.Mesh | polygonsVertexCount=" + polygonsVertexCount.toString(), 3);

            ////MFloatPointArray points = new MFloatPointArray();
            ////mFnMesh.getPoints(points);
            ////RaiseVerbose("BabylonExporter.Mesh | points.ToArray()=" + points.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            ////MFloatVectorArray normals = new MFloatVectorArray();
            ////mFnMesh.getNormals(normals);
            ////RaiseVerbose("BabylonExporter.Mesh | normals.ToArray()=" + normals.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            //for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            //{
            //    MIntArray verticesId = new MIntArray();
            //    RaiseVerbose("BabylonExporter.Mesh | polygonId=" + polygonId, 3);

            //    int nbTriangles = triangleCounts[polygonId];
            //    RaiseVerbose("BabylonExporter.Mesh | nbTriangles=" + nbTriangles, 3);

            //    for (int triangleIndex = 0; triangleIndex < triangleCounts[polygonId]; triangleIndex++)
            //    {
            //        RaiseVerbose("BabylonExporter.Mesh | triangleIndex=" + triangleIndex, 3);
            //        int[] triangleVertices = new int[3];
            //        mFnMesh.getPolygonTriangleVertices(polygonId, triangleIndex, triangleVertices);
            //        RaiseVerbose("BabylonExporter.Mesh | triangleVertices=" + triangleVertices.toString(), 3);

            //        foreach (int vertexId in triangleVertices)
            //        {
            //            RaiseVerbose("BabylonExporter.Mesh | vertexId=" + vertexId, 3);
            //            MPoint point = new MPoint();
            //            mFnMesh.getPoint(vertexId, point);
            //            RaiseVerbose("BabylonExporter.Mesh | point=" + point.toString(), 3);

            //            MVector normal = new MVector();
            //            mFnMesh.getFaceVertexNormal(polygonId, vertexId, normal);
            //            RaiseVerbose("BabylonExporter.Mesh | normal=" + normal.toString(), 3);
            //        }
            //    }
            //}

            #endregion


            if (IsMeshExportable(mFnMesh, mDagPath) == false)
            {
                return(null);
            }

            var babylonMesh = new BabylonMesh {
                name = mFnTransform.name, id = mFnTransform.uuid().asString()
            };

            // Position / rotation / scaling / hierarchy
            ExportNode(babylonMesh, mFnTransform, babylonScene);

            // Misc.
            // TODO - Retreive from Maya
            // TODO - What is the difference between isVisible and visibility?
            // TODO - Fix fatal error: Attempting to save in C:/Users/Fabrice/AppData/Local/Temp/Fabrice.20171205.1613.ma
            //babylonMesh.isVisible = mDagPath.isVisible;
            //babylonMesh.visibility = meshNode.MaxNode.GetVisibility(0, Tools.Forever);
            //babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1;
            //babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1;

            if (mFnMesh.numPolygons < 1)
            {
                RaiseError($"Mesh {babylonMesh.name} has no face", 2);
            }

            if (mFnMesh.numVertices < 3)
            {
                RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2);
            }

            if (mFnMesh.numVertices >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has more than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", 2);
            }

            // Material
            MObjectArray shaders = new MObjectArray();
            mFnMesh.getConnectedShaders(0, shaders, new MIntArray());
            if (shaders.Count > 0)
            {
                List <MFnDependencyNode> materials = new List <MFnDependencyNode>();
                foreach (MObject shader in shaders)
                {
                    // Retreive material
                    MFnDependencyNode shadingEngine      = new MFnDependencyNode(shader);
                    MPlug             mPlugSurfaceShader = shadingEngine.findPlug("surfaceShader");
                    MObject           materialObject     = mPlugSurfaceShader.source.node;
                    MFnDependencyNode material           = new MFnDependencyNode(materialObject);

                    materials.Add(material);
                }

                if (shaders.Count == 1)
                {
                    MFnDependencyNode material = materials[0];

                    // Material is referenced by id
                    babylonMesh.materialId = material.uuid().asString();

                    // Register material for export if not already done
                    if (!referencedMaterials.Contains(material, new MFnDependencyNodeEqualityComparer()))
                    {
                        referencedMaterials.Add(material);
                    }
                }
                else
                {
                    // Create a new id for the group of sub materials
                    string uuidMultiMaterial = GetMultimaterialUUID(materials);

                    // Multi material is referenced by id
                    babylonMesh.materialId = uuidMultiMaterial;

                    // Register multi material for export if not already done
                    if (!multiMaterials.ContainsKey(uuidMultiMaterial))
                    {
                        multiMaterials.Add(uuidMultiMaterial, materials);
                    }
                }
            }

            var vertices = new List <GlobalVertex>();
            var indices  = new List <int>();

            var uvSetNames = new MStringArray();
            mFnMesh.getUVSetNames(uvSetNames);
            bool[] isUVExportSuccess = new bool[Math.Min(uvSetNames.Count, 2)];
            for (int indexUVSet = 0; indexUVSet < isUVExportSuccess.Length; indexUVSet++)
            {
                isUVExportSuccess[indexUVSet] = true;
            }

            // TODO - color, alpha
            //var hasColor = unskinnedMesh.NumberOfColorVerts > 0;
            //var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0;

            // TODO - Add custom properties
            var optimizeVertices = false; // meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices");

            // Compute normals
            var subMeshes = new List <BabylonSubMesh>();
            ExtractGeometry(mFnMesh, vertices, indices, subMeshes, uvSetNames, ref isUVExportSuccess, optimizeVertices);

            if (vertices.Count >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2);

                if (!optimizeVertices)
                {
                    RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
                }
            }

            for (int indexUVSet = 0; indexUVSet < isUVExportSuccess.Length; indexUVSet++)
            {
                string uvSetName = uvSetNames[indexUVSet];
                // If at least one vertex is mapped to an UV coordinate but some have failed to be exported
                if (isUVExportSuccess[indexUVSet] == false && mFnMesh.numUVs(uvSetName) > 0)
                {
                    RaiseWarning($"Failed to export UV set named {uvSetName}. Ensure all vertices are mapped to a UV coordinate.", 2);
                }
            }

            RaiseMessage($"{vertices.Count} vertices, {indices.Count / 3} faces", 2);

            // Buffers
            babylonMesh.positions = vertices.SelectMany(v => v.Position).ToArray();
            babylonMesh.normals   = vertices.SelectMany(v => v.Normal).ToArray();
            // TODO - Export colors ?
            //babylonMesh.colors = vertices.SelectMany(v => v.Color).ToArray();

            if (uvSetNames.Count > 0 && isUVExportSuccess[0])
            {
                babylonMesh.uvs = vertices.SelectMany(v => v.UV).ToArray();
            }
            if (uvSetNames.Count > 1 && isUVExportSuccess[1])
            {
                babylonMesh.uvs2 = vertices.SelectMany(v => v.UV2).ToArray();
            }

            babylonMesh.subMeshes = subMeshes.ToArray();

            // Buffers - Indices
            babylonMesh.indices = indices.ToArray();


            babylonScene.MeshesList.Add(babylonMesh);
            RaiseMessage("BabylonExporter.Mesh | done", 2);

            return(babylonMesh);
        }
예제 #5
0
        /// <summary>
        /// Extract ordered indices on a triangle basis
        /// Extract position and normal of each vertex per face
        /// </summary>
        /// <param name="mFnMesh"></param>
        /// <param name="vertices"></param>
        /// <param name="indices"></param>
        /// <param name="subMeshes"></param>
        /// <param name="uvSetNames"></param>
        /// <param name="isUVExportSuccess"></param>
        /// <param name="optimizeVertices"></param>
        private void ExtractGeometry(MFnMesh mFnMesh, List <GlobalVertex> vertices, List <int> indices, List <BabylonSubMesh> subMeshes, MStringArray uvSetNames, ref bool[] isUVExportSuccess, bool optimizeVertices)
        {
            // TODO - optimizeVertices
            MIntArray triangleCounts    = new MIntArray();
            MIntArray trianglesVertices = new MIntArray();

            mFnMesh.getTriangles(triangleCounts, trianglesVertices);

            MObjectArray shaders        = new MObjectArray();
            MIntArray    faceMatIndices = new MIntArray(); // given a face index => get a shader index

            mFnMesh.getConnectedShaders(0, shaders, faceMatIndices);

            // Export geometry even if an error occured with shaders
            // This is a fix for Maya test files
            // TODO - Find the reason why shaders.count = 0
            int  nbShaders   = Math.Max(1, shaders.Count);
            bool checkShader = nbShaders == shaders.Count;

            RaiseVerbose("shaders.Count=" + shaders.Count, 2);

            // For each material of this mesh
            for (int indexShader = 0; indexShader < nbShaders; indexShader++)
            {
                var nbIndicesSubMesh      = 0;
                var minVertexIndexSubMesh = int.MaxValue;
                var maxVertexIndexSubMesh = int.MinValue;
                var subMesh = new BabylonSubMesh {
                    indexStart = indices.Count, materialIndex = indexShader
                };

                // For each polygon of this mesh
                for (int polygonId = 0; polygonId < faceMatIndices.Count; polygonId++)
                {
                    if (checkShader && faceMatIndices[polygonId] != indexShader)
                    {
                        continue;
                    }

                    // The object-relative (mesh-relative/global) vertex indices for this face
                    MIntArray polygonVertices = new MIntArray();
                    mFnMesh.getPolygonVertices(polygonId, polygonVertices);

                    // For each triangle of this polygon
                    for (int triangleId = 0; triangleId < triangleCounts[polygonId]; triangleId++)
                    {
                        int[] polygonTriangleVertices = new int[3];
                        mFnMesh.getPolygonTriangleVertices(polygonId, triangleId, polygonTriangleVertices);

                        /*
                         * Switch coordinate system at global level
                         *
                         * Piece of code kept just in case
                         * See BabylonExporter for more information
                         */
                        //// Inverse winding order to flip faces
                        //var tmp = triangleVertices[1];
                        //triangleVertices[1] = triangleVertices[2];
                        //triangleVertices[2] = tmp;

                        // For each vertex of this triangle (3 vertices per triangle)
                        foreach (int vertexIndexGlobal in polygonTriangleVertices)
                        {
                            // Get the face-relative (local) vertex id
                            int vertexIndexLocal = 0;
                            for (vertexIndexLocal = 0; vertexIndexLocal < polygonVertices.Count; vertexIndexLocal++)
                            {
                                if (polygonVertices[vertexIndexLocal] == vertexIndexGlobal)
                                {
                                    break;
                                }
                            }

                            GlobalVertex vertex = ExtractVertex(mFnMesh, polygonId, vertexIndexGlobal, vertexIndexLocal, uvSetNames, ref isUVExportSuccess);
                            vertex.CurrentIndex = vertices.Count;

                            indices.Add(vertex.CurrentIndex);
                            vertices.Add(vertex);

                            minVertexIndexSubMesh = Math.Min(minVertexIndexSubMesh, vertex.CurrentIndex);
                            maxVertexIndexSubMesh = Math.Max(maxVertexIndexSubMesh, vertex.CurrentIndex);
                            nbIndicesSubMesh++;
                        }
                    }
                }

                if (nbIndicesSubMesh != 0)
                {
                    subMesh.indexCount    = nbIndicesSubMesh;
                    subMesh.verticesStart = minVertexIndexSubMesh;
                    subMesh.verticesCount = maxVertexIndexSubMesh - minVertexIndexSubMesh + 1;

                    subMeshes.Add(subMesh);
                }
            }
        }
예제 #6
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="mDagPath">DAG path to the transform above mesh</param>
        /// <param name="babylonScene"></param>
        /// <returns></returns>
        private BabylonNode ExportMesh(MDagPath mDagPath, BabylonScene babylonScene)
        {
            RaiseMessage(mDagPath.partialPathName, 1);

            // Transform above mesh
            mFnTransform = new MFnTransform(mDagPath);

            // Mesh direct child of the transform
            // TODO get the original one rather than the modified?
            MFnMesh mFnMesh = null;

            for (uint i = 0; i < mFnTransform.childCount; i++)
            {
                MObject childObject = mFnTransform.child(i);
                if (childObject.apiType == MFn.Type.kMesh)
                {
                    var _mFnMesh = new MFnMesh(childObject);
                    if (!_mFnMesh.isIntermediateObject)
                    {
                        mFnMesh = _mFnMesh;
                    }
                }
            }
            if (mFnMesh == null)
            {
                RaiseError("No mesh found has child of " + mDagPath.fullPathName);
                return(null);
            }

            RaiseMessage("mFnMesh.fullPathName=" + mFnMesh.fullPathName, 2);

            // --- prints ---
            #region prints

            Action <MFnDagNode> printMFnDagNode = (MFnDagNode mFnDagNode) =>
            {
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.name=" + mFnDagNode.name, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.absoluteName=" + mFnDagNode.absoluteName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.fullPathName=" + mFnDagNode.fullPathName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.partialPathName=" + mFnDagNode.partialPathName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.activeColor=" + mFnDagNode.activeColor.toString(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.attributeCount=" + mFnDagNode.attributeCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.childCount=" + mFnDagNode.childCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.dormantColor=" + mFnDagNode.dormantColor, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.hasUniqueName=" + mFnDagNode.hasUniqueName, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.inUnderWorld=" + mFnDagNode.inUnderWorld, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isDefaultNode=" + mFnDagNode.isDefaultNode, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanceable=" + mFnDagNode.isInstanceable, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced(true)=" + mFnDagNode.isInstanced(true), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced(false)=" + mFnDagNode.isInstanced(false), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isInstanced()=" + mFnDagNode.isInstanced(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.instanceCount(true)=" + mFnDagNode.instanceCount(true), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.instanceCount(false)=" + mFnDagNode.instanceCount(false), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isIntermediateObject=" + mFnDagNode.isIntermediateObject, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.isShared=" + mFnDagNode.isShared, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.objectColor=" + mFnDagNode.objectColor, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.parentCount=" + mFnDagNode.parentCount, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.parentNamespace=" + mFnDagNode.parentNamespace, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.uuid().asString()=" + mFnDagNode.uuid().asString(), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.dagRoot().apiType=" + mFnDagNode.dagRoot().apiType, 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.model.equalEqual(mFnDagNode.objectProperty)=" + mFnDagNode.model.equalEqual(mFnDagNode.objectProperty), 3);
                RaiseVerbose("BabylonExporter.Mesh | mFnDagNode.transformationMatrix.toString()=" + mFnDagNode.transformationMatrix.toString(), 3);
            };

            Action <MFnMesh> printMFnMesh = (MFnMesh _mFnMesh) =>
            {
                printMFnDagNode(mFnMesh);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numVertices=" + _mFnMesh.numVertices, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numEdges=" + _mFnMesh.numEdges, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numPolygons=" + _mFnMesh.numPolygons, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numFaceVertices=" + _mFnMesh.numFaceVertices, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numNormals=" + _mFnMesh.numNormals, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numUVSets=" + _mFnMesh.numUVSets, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numUVsProperty=" + _mFnMesh.numUVsProperty, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.displayColors=" + _mFnMesh.displayColors, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numColorSets=" + _mFnMesh.numColorSets, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.numColorsProperty=" + _mFnMesh.numColorsProperty, 3);
                RaiseVerbose("BabylonExporter.Mesh | _mFnMesh.currentUVSetName()=" + _mFnMesh.currentUVSetName(), 3);

                var _uvSetNames = new MStringArray();
                mFnMesh.getUVSetNames(_uvSetNames);
                foreach (var uvSetName in _uvSetNames)
                {
                    RaiseVerbose("BabylonExporter.Mesh | uvSetName=" + uvSetName, 3);
                    RaiseVerbose("BabylonExporter.Mesh | mFnMesh.numUVs(uvSetName)=" + mFnMesh.numUVs(uvSetName), 4);
                    MFloatArray us = new MFloatArray();
                    MFloatArray vs = new MFloatArray();
                    mFnMesh.getUVs(us, vs, uvSetName);
                    RaiseVerbose("BabylonExporter.Mesh | us.Count=" + us.Count, 4);
                }
            };

            Action <MFnTransform> printMFnTransform = (MFnTransform _mFnMesh) =>
            {
                printMFnDagNode(mFnMesh);
            };

            RaiseVerbose("BabylonExporter.Mesh | mFnMesh data", 2);
            printMFnMesh(mFnMesh);

            RaiseVerbose("BabylonExporter.Mesh | mFnTransform data", 2);
            printMFnTransform(mFnTransform);

            Print(mFnTransform, 2, "Print ExportMesh mFnTransform");

            Print(mFnMesh, 2, "Print ExportMesh mFnMesh");

            //// Geometry
            //MIntArray triangleCounts = new MIntArray();
            //MIntArray trianglesVertices = new MIntArray();
            //mFnMesh.getTriangles(triangleCounts, trianglesVertices);
            //RaiseVerbose("BabylonExporter.Mesh | triangleCounts.ToArray()=" + triangleCounts.ToArray().toString(), 3);
            //RaiseVerbose("BabylonExporter.Mesh | trianglesVertices.ToArray()=" + trianglesVertices.ToArray().toString(), 3);
            //int[] polygonsVertexCount = new int[mFnMesh.numPolygons];
            //for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            //{
            //    polygonsVertexCount[polygonId] = mFnMesh.polygonVertexCount(polygonId);
            //}
            //RaiseVerbose("BabylonExporter.Mesh | polygonsVertexCount=" + polygonsVertexCount.toString(), 3);

            ////MFloatPointArray points = new MFloatPointArray();
            ////mFnMesh.getPoints(points);
            ////RaiseVerbose("BabylonExporter.Mesh | points.ToArray()=" + points.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            ////MFloatVectorArray normals = new MFloatVectorArray();
            ////mFnMesh.getNormals(normals);
            ////RaiseVerbose("BabylonExporter.Mesh | normals.ToArray()=" + normals.ToArray().Select(mFloatPoint => mFloatPoint.toString()), 3);

            //for (int polygonId = 0; polygonId < mFnMesh.numPolygons; polygonId++)
            //{
            //    MIntArray verticesId = new MIntArray();
            //    RaiseVerbose("BabylonExporter.Mesh | polygonId=" + polygonId, 3);

            //    int nbTriangles = triangleCounts[polygonId];
            //    RaiseVerbose("BabylonExporter.Mesh | nbTriangles=" + nbTriangles, 3);

            //    for (int triangleIndex = 0; triangleIndex < triangleCounts[polygonId]; triangleIndex++)
            //    {
            //        RaiseVerbose("BabylonExporter.Mesh | triangleIndex=" + triangleIndex, 3);
            //        int[] triangleVertices = new int[3];
            //        mFnMesh.getPolygonTriangleVertices(polygonId, triangleIndex, triangleVertices);
            //        RaiseVerbose("BabylonExporter.Mesh | triangleVertices=" + triangleVertices.toString(), 3);

            //        foreach (int vertexId in triangleVertices)
            //        {
            //            RaiseVerbose("BabylonExporter.Mesh | vertexId=" + vertexId, 3);
            //            MPoint point = new MPoint();
            //            mFnMesh.getPoint(vertexId, point);
            //            RaiseVerbose("BabylonExporter.Mesh | point=" + point.toString(), 3);

            //            MVector normal = new MVector();
            //            mFnMesh.getFaceVertexNormal(polygonId, vertexId, normal);
            //            RaiseVerbose("BabylonExporter.Mesh | normal=" + normal.toString(), 3);
            //        }
            //    }
            //}

            #endregion

            if (IsMeshExportable(mFnMesh, mDagPath) == false)
            {
                return(null);
            }

            var babylonMesh = new BabylonMesh {
                name       = mFnTransform.name,
                id         = mFnTransform.uuid().asString(),
                visibility = Loader.GetVisibility(mFnTransform.fullPathName)
            };

            // Instance
            // For a mesh with instances, we distinguish between master and instance meshes:
            //      - a master mesh stores all the info of the mesh (transform, hierarchy, animations + vertices, indices, materials, bones...)
            //      - an instance mesh only stores the info of the node (transform, hierarchy, animations)

            // Check if this mesh has already been exported as a master mesh
            BabylonMesh babylonMasterMesh = GetMasterMesh(mFnMesh, babylonMesh);
            if (babylonMasterMesh != null)
            {
                RaiseMessage($"The master mesh {babylonMasterMesh.name} was already exported. This one will be exported as an instance.", 2);

                // Export this node as instance
                var babylonInstanceMesh = new BabylonAbstractMesh {
                    name = mFnTransform.name, id = mFnTransform.uuid().asString()
                };

                //// Add instance to master mesh
                List <BabylonAbstractMesh> instances = babylonMasterMesh.instances != null?babylonMasterMesh.instances.ToList() : new List <BabylonAbstractMesh>();

                instances.Add(babylonInstanceMesh);
                babylonMasterMesh.instances = instances.ToArray();

                // Export transform / hierarchy / animations
                ExportNode(babylonInstanceMesh, mFnTransform, babylonScene);

                // Animations
                ExportNodeAnimation(babylonInstanceMesh, mFnTransform);

                return(babylonInstanceMesh);
            }

            // Position / rotation / scaling / hierarchy
            ExportNode(babylonMesh, mFnTransform, babylonScene);

            // Misc.
            // TODO - Retreive from Maya
            //babylonMesh.receiveShadows = meshNode.MaxNode.RcvShadows == 1;
            //babylonMesh.applyFog = meshNode.MaxNode.ApplyAtmospherics == 1;

            if (mFnMesh.numPolygons < 1)
            {
                RaiseError($"Mesh {babylonMesh.name} has no face", 2);
            }

            if (mFnMesh.numVertices < 3)
            {
                RaiseError($"Mesh {babylonMesh.name} has not enough vertices", 2);
            }

            if (mFnMesh.numVertices >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has more than 65536 vertices which means that it will require specific WebGL extension to be rendered. This may impact portability of your scene on low end devices.", 2);
            }

            // Animations
            ExportNodeAnimation(babylonMesh, mFnTransform);

            // Material
            MObjectArray shaders = new MObjectArray();
            mFnMesh.getConnectedShaders(0, shaders, new MIntArray());
            if (shaders.Count > 0)
            {
                List <MFnDependencyNode> materials = new List <MFnDependencyNode>();
                foreach (MObject shader in shaders)
                {
                    // Retreive material
                    MFnDependencyNode shadingEngine      = new MFnDependencyNode(shader);
                    MPlug             mPlugSurfaceShader = shadingEngine.findPlug("surfaceShader");
                    MObject           materialObject     = mPlugSurfaceShader.source.node;
                    MFnDependencyNode material           = new MFnDependencyNode(materialObject);

                    materials.Add(material);
                }

                if (shaders.Count == 1)
                {
                    MFnDependencyNode material = materials[0];

                    // Material is referenced by id
                    babylonMesh.materialId = material.uuid().asString();

                    // Register material for export if not already done
                    if (!referencedMaterials.Contains(material, new MFnDependencyNodeEqualityComparer()))
                    {
                        referencedMaterials.Add(material);
                    }
                }
                else
                {
                    // Create a new id for the group of sub materials
                    string uuidMultiMaterial = GetMultimaterialUUID(materials);

                    // Multi material is referenced by id
                    babylonMesh.materialId = uuidMultiMaterial;

                    // Register multi material for export if not already done
                    if (!multiMaterials.ContainsKey(uuidMultiMaterial))
                    {
                        multiMaterials.Add(uuidMultiMaterial, materials);
                    }
                }
            }

            var vertices = new List <GlobalVertex>();
            var indices  = new List <int>();

            var uvSetNames = new MStringArray();
            mFnMesh.getUVSetNames(uvSetNames);
            bool[] isUVExportSuccess = new bool[Math.Min(uvSetNames.Count, 2)];
            for (int indexUVSet = 0; indexUVSet < isUVExportSuccess.Length; indexUVSet++)
            {
                isUVExportSuccess[indexUVSet] = true;
            }

            // skin
            if (_exportSkin)
            {
                mFnSkinCluster = getMFnSkinCluster(mFnMesh);
            }
            int maxNbBones = 0;
            if (mFnSkinCluster != null)
            {
                RaiseMessage($"mFnSkinCluster.name | {mFnSkinCluster.name}", 2);
                Print(mFnSkinCluster, 3, $"Print {mFnSkinCluster.name}");

                // Get the bones dictionary<name, index> => it represents all the bones in the skeleton
                indexByNodeName = GetIndexByFullPathNameDictionary(mFnSkinCluster);

                // Get the joint names that influence this mesh
                allMayaInfluenceNames = GetBoneFullPathName(mFnSkinCluster, mFnTransform);

                // Get the max number of joints acting on a vertex
                int maxNumInfluences = GetMaxInfluence(mFnSkinCluster, mFnTransform, mFnMesh);

                RaiseMessage($"Max influences : {maxNumInfluences}", 2);
                if (maxNumInfluences > 8)
                {
                    RaiseWarning($"Too many bones influences per vertex: {maxNumInfluences}. Babylon.js only support up to 8 bones influences per vertex.", 2);
                    RaiseWarning("The result may not be as expected.", 2);
                }
                maxNbBones = Math.Min(maxNumInfluences, 8);

                if (indexByNodeName != null && allMayaInfluenceNames != null)
                {
                    babylonMesh.skeletonId = GetSkeletonIndex(mFnSkinCluster);
                }
                else
                {
                    mFnSkinCluster = null;
                }
            }
            // Export tangents if option is checked and mesh have tangents
            bool isTangentExportSuccess = _exportTangents;

            // TODO - color, alpha
            //var hasColor = unskinnedMesh.NumberOfColorVerts > 0;
            //var hasAlpha = unskinnedMesh.GetNumberOfMapVerts(-2) > 0;

            // TODO - Add custom properties
            //var optimizeVertices = false; // meshNode.MaxNode.GetBoolProperty("babylonjs_optimizevertices");
            var optimizeVertices = _optimizeVertices; // global option

            // Compute normals
            var subMeshes = new List <BabylonSubMesh>();
            ExtractGeometry(mFnMesh, vertices, indices, subMeshes, uvSetNames, ref isUVExportSuccess, ref isTangentExportSuccess, optimizeVertices);

            if (vertices.Count >= 65536)
            {
                RaiseWarning($"Mesh {babylonMesh.name} has {vertices.Count} vertices. This may prevent your scene to work on low end devices where 32 bits indice are not supported", 2);

                if (!optimizeVertices)
                {
                    RaiseError("You can try to optimize your object using [Try to optimize vertices] option", 2);
                }
            }

            for (int indexUVSet = 0; indexUVSet < isUVExportSuccess.Length; indexUVSet++)
            {
                string uvSetName = uvSetNames[indexUVSet];
                // If at least one vertex is mapped to an UV coordinate but some have failed to be exported
                if (isUVExportSuccess[indexUVSet] == false && mFnMesh.numUVs(uvSetName) > 0)
                {
                    RaiseWarning($"Failed to export UV set named {uvSetName}. Ensure all vertices are mapped to a UV coordinate.", 2);
                }
            }

            RaiseMessage($"{vertices.Count} vertices, {indices.Count / 3} faces", 2);

            // Buffers
            babylonMesh.positions = vertices.SelectMany(v => v.Position).ToArray();
            babylonMesh.normals   = vertices.SelectMany(v => v.Normal).ToArray();

            // export the skin
            if (mFnSkinCluster != null)
            {
                babylonMesh.matricesWeights = vertices.SelectMany(v => v.Weights.ToArray()).ToArray();
                babylonMesh.matricesIndices = vertices.Select(v => v.BonesIndices).ToArray();

                babylonMesh.numBoneInfluencers = maxNbBones;
                if (maxNbBones > 4)
                {
                    babylonMesh.matricesWeightsExtra = vertices.SelectMany(v => v.WeightsExtra != null ? v.WeightsExtra.ToArray() : new[] { 0.0f, 0.0f, 0.0f, 0.0f }).ToArray();
                    babylonMesh.matricesIndicesExtra = vertices.Select(v => v.BonesIndicesExtra).ToArray();
                }
            }

            // Tangent
            if (isTangentExportSuccess)
            {
                babylonMesh.tangents = vertices.SelectMany(v => v.Tangent).ToArray();
            }
            // Color
            string colorSetName;
            mFnMesh.getCurrentColorSetName(out colorSetName);
            if (mFnMesh.numColors(colorSetName) > 0)
            {
                babylonMesh.colors = vertices.SelectMany(v => v.Color).ToArray();
            }
            // UVs
            if (uvSetNames.Count > 0 && isUVExportSuccess[0])
            {
                babylonMesh.uvs = vertices.SelectMany(v => v.UV).ToArray();
            }
            if (uvSetNames.Count > 1 && isUVExportSuccess[1])
            {
                babylonMesh.uvs2 = vertices.SelectMany(v => v.UV2).ToArray();
            }

            babylonMesh.subMeshes = subMeshes.ToArray();

            // Buffers - Indices
            babylonMesh.indices = indices.ToArray();


            babylonScene.MeshesList.Add(babylonMesh);
            RaiseMessage("BabylonExporter.Mesh | done", 2);

            return(babylonMesh);
        }
예제 #7
0
        public void Create(SKLFile skl)
        {
            MSelectionList   currentSelection         = MGlobal.activeSelectionList;
            MItSelectionList currentSelectionIterator = new MItSelectionList(currentSelection, MFn.Type.kMesh);
            MDagPath         meshDagPath = new MDagPath();

            if (currentSelectionIterator.isDone)
            {
                MGlobal.displayError("SKNFile:Create - No mesh selected!");
                throw new Exception("SKNFile:Create - No mesh selected!");
            }
            else
            {
                currentSelectionIterator.getDagPath(meshDagPath);
                currentSelectionIterator.next();

                if (!currentSelectionIterator.isDone)
                {
                    MGlobal.displayError("SKNFile:Create - More than one mesh selected!");
                    throw new Exception("SKNFile:Create - More than one mesh selected!");
                }
            }

            MFnMesh mesh = new MFnMesh(meshDagPath);

            //Find Skin Cluster
            MPlug      inMeshPlug        = mesh.findPlug("inMesh");
            MPlugArray inMeshConnections = new MPlugArray();

            inMeshPlug.connectedTo(inMeshConnections, true, false);
            if (inMeshConnections.length == 0)
            {
                MGlobal.displayError("SKNFile:Create - Failed to find Skin Cluster!");
                throw new Exception("SKNFile:Create - Failed to find Skin Cluster!");
            }

            MPlug          outputGeometryPlug = inMeshConnections[0];
            MFnSkinCluster skinCluster        = new MFnSkinCluster(outputGeometryPlug.node);
            MDagPathArray  influenceDagPaths  = new MDagPathArray();
            uint           influenceCount     = skinCluster.influenceObjects(influenceDagPaths);

            MGlobal.displayInfo("SKNFile:Create - Influence Count: " + influenceCount);

            //Get SKL Influence Indices
            MIntArray sklInfluenceIndices = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                MDagPath jointDagPath = influenceDagPaths[i];

                MGlobal.displayInfo(jointDagPath.fullPathName);

                //Loop through Joint DAG Paths, if we find a math for the influence, write the index
                for (int j = 0; j < skl.JointDagPaths.Count; j++)
                {
                    if (jointDagPath.equalEqual(skl.JointDagPaths[j]))
                    {
                        MGlobal.displayInfo("Found coresponding DAG path");
                        sklInfluenceIndices[i] = j;
                        break;
                    }
                }
            }

            //Add Influence indices to SKL File
            MIntArray maskInfluenceIndex = new MIntArray(influenceCount);

            for (int i = 0; i < influenceCount; i++)
            {
                maskInfluenceIndex[i] = i;
                skl.Influences.Add((short)sklInfluenceIndices[i]);
            }

            MObjectArray shaders = new MObjectArray();
            MIntArray    polygonShaderIndices = new MIntArray();

            mesh.getConnectedShaders(meshDagPath.isInstanced ? meshDagPath.instanceNumber : 0, shaders, polygonShaderIndices);

            uint shaderCount = shaders.length;

            if (shaderCount > 32) //iirc 32 is the limit of how many submeshes there can be for an SKN file
            {
                MGlobal.displayError("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
                throw new Exception("SKNFile:Create - You've exceeded the maximum limit of 32 shaders");
            }

            MIntArray vertexShaders = new MIntArray();

            ValidateMeshTopology(mesh, meshDagPath, polygonShaderIndices, ref vertexShaders, shaderCount);

            //Get Weights
            MFnSingleIndexedComponent vertexIndexedComponent = new MFnSingleIndexedComponent();
            MObject   vertexComponent    = vertexIndexedComponent.create(MFn.Type.kMeshVertComponent);
            MIntArray groupVertexIndices = new MIntArray((uint)mesh.numVertices);

            for (int i = 0; i < mesh.numVertices; i++)
            {
                groupVertexIndices[i] = i;
            }
            vertexIndexedComponent.addElements(groupVertexIndices);

            MDoubleArray weights = new MDoubleArray();
            uint         weightsInfluenceCount = 0;

            skinCluster.getWeights(meshDagPath, vertexComponent, weights, ref weightsInfluenceCount);

            //Check if vertices don't have more than 4 influences and normalize weights
            for (int i = 0; i < mesh.numVertices; i++)
            {
                int    vertexInfluenceCount = 0;
                double weightSum            = 0;
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    double weight = weights[(int)(i * weightsInfluenceCount) + j];
                    if (weight != 0)
                    {
                        vertexInfluenceCount++;
                        weightSum += weight;
                    }
                }

                if (vertexInfluenceCount > 4)
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with more than 4 influences");
                }

                //Normalize weights
                for (int j = 0; j < weightsInfluenceCount; j++)
                {
                    weights[(int)(i * influenceCount) + j] /= weightSum;
                }
            }

            List <MIntArray>         shaderVertexIndices = new List <MIntArray>();
            List <List <SKNVertex> > shaderVertices      = new List <List <SKNVertex> >();
            List <MIntArray>         shaderIndices       = new List <MIntArray>();

            for (int i = 0; i < shaderCount; i++)
            {
                shaderVertexIndices.Add(new MIntArray());
                shaderVertices.Add(new List <SKNVertex>());
                shaderIndices.Add(new MIntArray());
            }

            MItMeshVertex meshVertexIterator = new MItMeshVertex(meshDagPath);

            for (meshVertexIterator.reset(); !meshVertexIterator.isDone; meshVertexIterator.next())
            {
                int index  = meshVertexIterator.index();
                int shader = vertexShaders[index];
                if (shader == -1)
                {
                    MGlobal.displayWarning("SKNFile:Create - Mesh contains a vertex with no shader");
                    continue;
                }

                MPoint       pointPosition = meshVertexIterator.position(MSpace.Space.kWorld);
                Vector3      position      = new Vector3((float)pointPosition.x, (float)pointPosition.y, (float)pointPosition.z);
                MVectorArray normals       = new MVectorArray();
                MIntArray    uvIndices     = new MIntArray();
                Vector3      normal        = new Vector3();
                byte[]       weightIndices = new byte[4];
                float[]      vertexWeights = new float[4];

                meshVertexIterator.getNormals(normals);

                //Normalize normals
                for (int i = 0; i < normals.length; i++)
                {
                    normal.X += (float)normals[i].x;
                    normal.Y += (float)normals[i].y;
                    normal.Z += (float)normals[i].z;
                }

                normal.X /= normals.length;
                normal.Y /= normals.length;
                normal.Z /= normals.length;

                //Get Weight Influences and Weights
                int weightsFound = 0;
                for (int j = 0; j < weightsInfluenceCount && weightsFound < 4; j++)
                {
                    double weight = weights[(int)(index * weightsInfluenceCount) + j];

                    if (weight != 0)
                    {
                        weightIndices[weightsFound] = (byte)maskInfluenceIndex[j];
                        vertexWeights[weightsFound] = (float)weight;
                        weightsFound++;
                    }
                }

                //Get unique UVs
                meshVertexIterator.getUVIndices(uvIndices);
                if (uvIndices.length != 0)
                {
                    List <int> seen = new List <int>();
                    for (int j = 0; j < uvIndices.length; j++)
                    {
                        int uvIndex = uvIndices[j];
                        if (!seen.Contains(uvIndex))
                        {
                            seen.Add(uvIndex);

                            float u = 0;
                            float v = 0;
                            mesh.getUV(uvIndex, ref u, ref v);

                            SKNVertex vertex = new SKNVertex(position, weightIndices, vertexWeights, normal, new Vector2(u, 1 - v));
                            vertex.UVIndex = uvIndex;

                            shaderVertices[shader].Add(vertex);
                            shaderVertexIndices[shader].append(index);
                        }
                    }
                }
                else
                {
                    MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with no UVs");
                    throw new Exception("SKNFile:Create - Mesh contains a vertex with no UVs");
                }
            }

            //Convert from Maya indices to data indices
            int       currentIndex = 0;
            MIntArray dataIndices  = new MIntArray((uint)mesh.numVertices, -1);

            for (int i = 0; i < shaderCount; i++)
            {
                for (int j = 0; j < shaderVertexIndices[i].length; j++)
                {
                    int index = shaderVertexIndices[i][j];
                    if (dataIndices[index] == -1)
                    {
                        dataIndices[index]             = currentIndex;
                        shaderVertices[i][j].DataIndex = currentIndex;
                    }
                    else
                    {
                        shaderVertices[i][j].DataIndex = dataIndices[index];
                    }

                    currentIndex++;
                }

                this.Vertices.AddRange(shaderVertices[i]);
            }

            MItMeshPolygon polygonIterator = new MItMeshPolygon(meshDagPath);

            for (polygonIterator.reset(); !polygonIterator.isDone; polygonIterator.next())
            {
                int polygonIndex = (int)polygonIterator.index();
                int shaderIndex  = polygonShaderIndices[polygonIndex];

                MIntArray   indices = new MIntArray();
                MPointArray points  = new MPointArray();
                polygonIterator.getTriangles(points, indices);

                if (polygonIterator.hasUVsProperty)
                {
                    MIntArray vertices   = new MIntArray();
                    MIntArray newIndices = new MIntArray(indices.length, -1);
                    polygonIterator.getVertices(vertices);

                    for (int i = 0; i < vertices.length; i++)
                    {
                        int dataIndex = dataIndices[vertices[i]];
                        int uvIndex;
                        polygonIterator.getUVIndex(i, out uvIndex);

                        if (dataIndex == -1 || dataIndex >= this.Vertices.Count)
                        {
                            MGlobal.displayError("SKNFIle:Create - Data Index outside of range");
                            throw new Exception("SKNFIle:Create - Data Index outside of range");
                        }

                        for (int j = dataIndex; j < this.Vertices.Count; j++)
                        {
                            if (this.Vertices[j].DataIndex != dataIndex)
                            {
                                MGlobal.displayError("SKNFIle:Create - Can't find corresponding face vertex in data");
                                throw new Exception("SKNFIle:Create - Can't find corresponding face vertex in data");
                            }
                            else if (this.Vertices[j].UVIndex == uvIndex)
                            {
                                for (int k = 0; k < indices.length; k++)
                                {
                                    if (indices[k] == vertices[i])
                                    {
                                        newIndices[k] = j;
                                    }
                                }

                                break;
                            }
                        }
                    }

                    for (int i = 0; i < newIndices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(newIndices[i]);
                    }
                }
                else
                {
                    for (int i = 0; i < indices.length; i++)
                    {
                        shaderIndices[shaderIndex].append(dataIndices[indices[i]]);
                    }
                }
            }

            uint startIndex  = 0;
            uint startVertex = 0;

            for (int i = 0; i < shaderCount; i++)
            {
                MPlug      shaderPlug = new MFnDependencyNode(shaders[i]).findPlug("surfaceShader");
                MPlugArray plugArray  = new MPlugArray();
                shaderPlug.connectedTo(plugArray, true, false);

                string name        = new MFnDependencyNode(plugArray[0].node).name;
                uint   indexCount  = shaderIndices[i].length;
                uint   vertexCount = shaderVertexIndices[i].length;

                //Copy indices to SKLFile
                for (int j = 0; j < indexCount; j++)
                {
                    this.Indices.Add((ushort)shaderIndices[i][j]);
                }

                this.Submeshes.Add(new SKNSubmesh(name, startVertex, vertexCount, startIndex, indexCount));

                startIndex  += indexCount;
                startVertex += vertexCount;
            }

            MGlobal.displayInfo("SKNFile:Create - Created SKN File");
        }
예제 #8
0
        public Material MakeMaterial(MFnMesh fnMesh)
        {
            MaterialGroup matGroup = new MaterialGroup();

            MObjectArray shaders = new MObjectArray();
            MIntArray    indices = new MIntArray();

            fnMesh.getConnectedShaders(0, shaders, indices);
            for (int i = 0; i < shaders.length; i++)
            {
                MFnDependencyNode shaderGroup = new MFnDependencyNode(shaders [i]);
                MPlug             shaderPlug  = shaderGroup.findPlug("surfaceShader");
                MPlugArray        connections = new MPlugArray();
                shaderPlug.connectedTo(connections, true, false);
                for (int u = 0; u < connections.length; u++)
                {
                    MFnDependencyNode depNode = new MFnDependencyNode(connections [u].node);

                    //MPlug colorPlug =depNode.findPlug ("color") ;
                    //MColor mcolor =new MColor () ;
                    ///*MPlugArray cc =new MPlugArray () ;
                    //colorPlug.connectedTo (cc, true , false) ;
                    //if ( cc.length > 0 ) {
                    //    // Plug is driven by an input connection.
                    //    for ( int v =0 ; v < cc.length ; v++ ) {
                    //        MPlug color2Plug =cc [v] ;
                    //        Console.WriteLine (color2Plug.numChildren) ;
                    //        color2Plug.child (0).getValue (mcolor.r) ;
                    //        color2Plug.child (1).getValue (mcolor.g) ;
                    //        color2Plug.child (2).getValue (mcolor.b) ;
                    //        //color2Plug.child (3).getValue (mcolor.a) ;
                    //    }
                    //} else {*/
                    //    mcolor.r =colorPlug.child (0).asFloat () ;
                    //    mcolor.g =colorPlug.child (1).asFloat () ;
                    //    mcolor.b =colorPlug.child (2).asFloat () ;
                    //    //colorPlug.child (3).getValue (mcolor.a) ;
                    ////}

                    //MPlug trPlug =depNode.findPlug ("transparency") ;
                    //float transparency =1.0f - trPlug.child (0).asFloat () ;
                    ////return new DiffuseMaterial (new SolidColorBrush (Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b))) ;

                    //DiffuseMaterial diffuse =new DiffuseMaterial (new SolidColorBrush (Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b))) ;
                    //colorPlug =depNode.findPlug ("ambientColor") ;
                    //mcolor.r =colorPlug.child (0).asFloat () ;
                    //mcolor.g =colorPlug.child (1).asFloat () ;
                    //mcolor.b =colorPlug.child (2).asFloat () ;
                    //diffuse.AmbientColor =Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b) ;
                    //matGroup.Children.Add (diffuse) ;

                    //colorPlug =depNode.findPlug ("specularColor") ;
                    //mcolor.r =colorPlug.child (0).asFloat () ;
                    //mcolor.g =colorPlug.child (1).asFloat () ;
                    //mcolor.b =colorPlug.child (2).asFloat () ;
                    //MPlug powerPlug =depNode.findPlug ("cosinePower") ;

                    //SpecularMaterial specular =new SpecularMaterial (new SolidColorBrush (Color.FromScRgb (1.0f, mcolor.r, mcolor.g, mcolor.b)), powerPlug.asDouble ()) ;
                    //matGroup.Children.Add (specular) ;

                    //EmissiveMaterial emissive =new EmissiveMaterial () ;
                    //matGroup.Children.Add (emissive) ;

                    try {
                        MFnLambertShader lambert = new MFnLambertShader(connections [u].node);

                        SolidColorBrush brush = new SolidColorBrush(Color.FromScRgb(1.0f - lambert.transparency.r, lambert.color.r, lambert.color.g, lambert.color.b));
                        brush.Opacity = 1.0f - lambert.transparency.r;
                        DiffuseMaterial diffuse = new DiffuseMaterial(brush);
                        diffuse.AmbientColor = Color.FromScRgb(1.0f - lambert.ambientColor.a, lambert.ambientColor.r, lambert.ambientColor.g, lambert.ambientColor.b);
                        // no more attributes
                        matGroup.Children.Add(diffuse);

                        // No specular color

                        EmissiveMaterial emissive = new EmissiveMaterial(new SolidColorBrush(Color.FromScRgb(1.0f - lambert.incandescence.a, lambert.incandescence.r, lambert.incandescence.g, lambert.incandescence.b)));
                        // no more attributes
                        matGroup.Children.Add(emissive);
                    } catch {
                    }

                    //try {
                    //    MFnReflectShader reflect =new MFnReflectShader (connections [u].node) ;

                    //    SpecularMaterial specular =new SpecularMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - reflect.specularColor.a, reflect.specularColor.r, reflect.specularColor.g, reflect.specularColor.b)), reflect.cosPower) ;
                    //    // no more attributes
                    //    matGroup.Children.Add (specular) ;
                    //} catch {
                    //}

                    try {
                        MFnPhongShader phong = new MFnPhongShader(connections [u].node);

                        //See Lambert
                        //SolidColorBrush brush =new SolidColorBrush (Color.FromScRgb (1.0f - phong.transparency.r, phong.color.r, phong.color.g, phong.color.b)) ;
                        //brush.Opacity =1.0f - phong.transparency.r ;
                        //DiffuseMaterial diffuse =new DiffuseMaterial (brush) ;
                        //diffuse.AmbientColor =Color.FromScRgb (1.0f - phong.ambientColor.a, phong.ambientColor.r, phong.ambientColor.g, phong.ambientColor.b) ;
                        //// no more attributes
                        //matGroup.Children.Add (diffuse) ;

                        SpecularMaterial specular = new SpecularMaterial(new SolidColorBrush(Color.FromScRgb(1.0f - phong.specularColor.a, phong.specularColor.r, phong.specularColor.g, phong.specularColor.b)), phong.cosPower);
                        // no more attributes
                        matGroup.Children.Add(specular);

                        //See Lambert
                        //EmissiveMaterial emissive =new EmissiveMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - phong.incandescence.a, phong.incandescence.r, phong.incandescence.g, phong.incandescence.b))) ;
                        //// no more attributes
                        //matGroup.Children.Add (emissive) ;
                    } catch {
                    }

                    // todo
                    //try {
                    //    MFnBlinnShader phong =new MFnBlinnShader (connections [u].node) ;

                    //    //See Lambert
                    //    //SolidColorBrush brush =new SolidColorBrush (Color.FromScRgb (1.0f - phong.transparency.r, phong.color.r, phong.color.g, phong.color.b)) ;
                    //    //brush.Opacity =1.0f - phong.transparency.r ;
                    //    //DiffuseMaterial diffuse =new DiffuseMaterial (brush) ;
                    //    //diffuse.AmbientColor = Color.FromScRgb (1.0f - phong.ambientColor.a, phong.ambientColor.r, phong.ambientColor.g, phong.ambientColor.b) ;
                    //    //// no more attributes
                    //    //matGroup.Children.Add (diffuse) ;

                    //    //See Lambert
                    //    //EmissiveMaterial emissive =new EmissiveMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - phong.incandescence.a, phong.incandescence.r, phong.incandescence.g, phong.incandescence.b))) ;
                    //    //// no more attributes
                    //    //matGroup.Children.Add (emissive) ;
                    //} catch {
                    //}
                }
            }

            // Default to Blue
            if (matGroup.Children.Count == 0)
            {
                matGroup.Children.Add(new DiffuseMaterial(new SolidColorBrush(Color.FromRgb(0, 0, 255))));
            }
            return(matGroup);
        }
예제 #9
0
        public Material MakeMaterial(MFnMesh fnMesh)
        {
            MaterialGroup matGroup =new MaterialGroup () ;

            MObjectArray shaders =new MObjectArray() ;
            MIntArray indices =new MIntArray () ;
            fnMesh.getConnectedShaders (0, shaders, indices) ;
            for ( int i =0 ; i < shaders.length ; i++ ) {
                MFnDependencyNode shaderGroup =new MFnDependencyNode (shaders [i]) ;
                MPlug shaderPlug =shaderGroup.findPlug ("surfaceShader") ;
                MPlugArray connections =new MPlugArray () ;
                shaderPlug.connectedTo (connections, true, false) ;
                for ( int u =0 ; u < connections.length ; u++ ) {
                    MFnDependencyNode depNode =new MFnDependencyNode (connections [u].node) ;

                    //MPlug colorPlug =depNode.findPlug ("color") ;
                    //MColor mcolor =new MColor () ;
                    ///*MPlugArray cc =new MPlugArray () ;
                    //colorPlug.connectedTo (cc, true , false) ;
                    //if ( cc.length > 0 ) {
                    //    // Plug is driven by an input connection.
                    //    for ( int v =0 ; v < cc.length ; v++ ) {
                    //        MPlug color2Plug =cc [v] ;
                    //        Console.WriteLine (color2Plug.numChildren) ;
                    //        color2Plug.child (0).getValue (mcolor.r) ;
                    //        color2Plug.child (1).getValue (mcolor.g) ;
                    //        color2Plug.child (2).getValue (mcolor.b) ;
                    //        //color2Plug.child (3).getValue (mcolor.a) ;
                    //    }
                    //} else {*/
                    //    mcolor.r =colorPlug.child (0).asFloat () ;
                    //    mcolor.g =colorPlug.child (1).asFloat () ;
                    //    mcolor.b =colorPlug.child (2).asFloat () ;
                    //    //colorPlug.child (3).getValue (mcolor.a) ;
                    ////}

                    //MPlug trPlug =depNode.findPlug ("transparency") ;
                    //float transparency =1.0f - trPlug.child (0).asFloat () ;
                    ////return new DiffuseMaterial (new SolidColorBrush (Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b))) ;

                    //DiffuseMaterial diffuse =new DiffuseMaterial (new SolidColorBrush (Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b))) ;
                    //colorPlug =depNode.findPlug ("ambientColor") ;
                    //mcolor.r =colorPlug.child (0).asFloat () ;
                    //mcolor.g =colorPlug.child (1).asFloat () ;
                    //mcolor.b =colorPlug.child (2).asFloat () ;
                    //diffuse.AmbientColor =Color.FromScRgb (transparency, mcolor.r, mcolor.g, mcolor.b) ;
                    //matGroup.Children.Add (diffuse) ;

                    //colorPlug =depNode.findPlug ("specularColor") ;
                    //mcolor.r =colorPlug.child (0).asFloat () ;
                    //mcolor.g =colorPlug.child (1).asFloat () ;
                    //mcolor.b =colorPlug.child (2).asFloat () ;
                    //MPlug powerPlug =depNode.findPlug ("cosinePower") ;

                    //SpecularMaterial specular =new SpecularMaterial (new SolidColorBrush (Color.FromScRgb (1.0f, mcolor.r, mcolor.g, mcolor.b)), powerPlug.asDouble ()) ;
                    //matGroup.Children.Add (specular) ;

                    //EmissiveMaterial emissive =new EmissiveMaterial () ;
                    //matGroup.Children.Add (emissive) ;

                    try {
                        MFnLambertShader lambert =new MFnLambertShader (connections [u].node) ;

                        SolidColorBrush brush =new SolidColorBrush (Color.FromScRgb (1.0f - lambert.transparency.r, lambert.color.r, lambert.color.g, lambert.color.b)) ;
                        brush.Opacity =1.0f - lambert.transparency.r ;
                        DiffuseMaterial diffuse =new DiffuseMaterial (brush) ;
                        diffuse.AmbientColor =Color.FromScRgb (1.0f - lambert.ambientColor.a, lambert.ambientColor.r, lambert.ambientColor.g, lambert.ambientColor.b) ;
                        // no more attributes
                        matGroup.Children.Add (diffuse) ;

                        // No specular color

                        EmissiveMaterial emissive =new EmissiveMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - lambert.incandescence.a, lambert.incandescence.r, lambert.incandescence.g, lambert.incandescence.b))) ;
                        // no more attributes
                        matGroup.Children.Add (emissive) ;
                    } catch {
                    }

                    //try {
                    //    MFnReflectShader reflect =new MFnReflectShader (connections [u].node) ;

                    //    SpecularMaterial specular =new SpecularMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - reflect.specularColor.a, reflect.specularColor.r, reflect.specularColor.g, reflect.specularColor.b)), reflect.cosPower) ;
                    //    // no more attributes
                    //    matGroup.Children.Add (specular) ;
                    //} catch {
                    //}

                    try {
                        MFnPhongShader phong =new MFnPhongShader (connections [u].node) ;

                        //See Lambert
                        //SolidColorBrush brush =new SolidColorBrush (Color.FromScRgb (1.0f - phong.transparency.r, phong.color.r, phong.color.g, phong.color.b)) ;
                        //brush.Opacity =1.0f - phong.transparency.r ;
                        //DiffuseMaterial diffuse =new DiffuseMaterial (brush) ;
                        //diffuse.AmbientColor =Color.FromScRgb (1.0f - phong.ambientColor.a, phong.ambientColor.r, phong.ambientColor.g, phong.ambientColor.b) ;
                        //// no more attributes
                        //matGroup.Children.Add (diffuse) ;

                        SpecularMaterial specular =new SpecularMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - phong.specularColor.a, phong.specularColor.r, phong.specularColor.g, phong.specularColor.b)), phong.cosPower) ;
                        // no more attributes
                        matGroup.Children.Add (specular) ;

                        //See Lambert
                        //EmissiveMaterial emissive =new EmissiveMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - phong.incandescence.a, phong.incandescence.r, phong.incandescence.g, phong.incandescence.b))) ;
                        //// no more attributes
                        //matGroup.Children.Add (emissive) ;
                    } catch {
                    }

                    // todo
                    //try {
                    //    MFnBlinnShader phong =new MFnBlinnShader (connections [u].node) ;

                    //    //See Lambert
                    //    //SolidColorBrush brush =new SolidColorBrush (Color.FromScRgb (1.0f - phong.transparency.r, phong.color.r, phong.color.g, phong.color.b)) ;
                    //    //brush.Opacity =1.0f - phong.transparency.r ;
                    //    //DiffuseMaterial diffuse =new DiffuseMaterial (brush) ;
                    //    //diffuse.AmbientColor = Color.FromScRgb (1.0f - phong.ambientColor.a, phong.ambientColor.r, phong.ambientColor.g, phong.ambientColor.b) ;
                    //    //// no more attributes
                    //    //matGroup.Children.Add (diffuse) ;

                    //    //See Lambert
                    //    //EmissiveMaterial emissive =new EmissiveMaterial (new SolidColorBrush (Color.FromScRgb (1.0f - phong.incandescence.a, phong.incandescence.r, phong.incandescence.g, phong.incandescence.b))) ;
                    //    //// no more attributes
                    //    //matGroup.Children.Add (emissive) ;
                    //} catch {
                    //}
                }
            }

            // Default to Blue
            if ( matGroup.Children.Count == 0 )
                 matGroup.Children.Add (new DiffuseMaterial (new SolidColorBrush (Color.FromRgb (0, 0, 255)))) ;
            return (matGroup) ;
        }