private void _exportMorphTargets(BabylonMesh babylonMesh, BabylonSubMesh babylonSubMesh, BabylonMorphTargetManager babylonMorphTargetManager, GLTF gltf, GLTFBuffer buffer, GLTFMeshPrimitive meshPrimitive) { var gltfMorphTargets = new List <GLTFMorphTarget>(); foreach (var babylonMorphTarget in babylonMorphTargetManager.targets) { var gltfMorphTarget = new GLTFMorphTarget(); // Positions if (babylonMorphTarget.positions != null) { var accessorTargetPositions = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorTargetPositions", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); gltfMorphTarget.Add(GLTFMorphTarget.Attribute.POSITION.ToString(), accessorTargetPositions.index); // Populate accessor int nbComponents = 3; // Vector3 int startIndex = babylonSubMesh.verticesStart * nbComponents; int endIndex = startIndex + babylonSubMesh.verticesCount * nbComponents; accessorTargetPositions.min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }; accessorTargetPositions.max = new float[] { float.MinValue, float.MinValue, float.MinValue }; for (int indexPosition = startIndex; indexPosition < endIndex; indexPosition += 3) { var positionTarget = Tools.SubArray(babylonMorphTarget.positions, indexPosition, 3); // Babylon stores morph target information as final data while glTF expects deltas from mesh primitive var positionMesh = Tools.SubArray(babylonMesh.positions, indexPosition, 3); for (int indexCoordinate = 0; indexCoordinate < positionTarget.Length; indexCoordinate++) { positionTarget[indexCoordinate] = positionTarget[indexCoordinate] - positionMesh[indexCoordinate]; } positionTarget[2] *= -1; // Store values as bytes foreach (var coordinate in positionTarget) { accessorTargetPositions.bytesList.AddRange(BitConverter.GetBytes(coordinate)); } // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorTargetPositions, positionTarget); } accessorTargetPositions.count = babylonSubMesh.verticesCount; } // Normals if ((babylonMorphTarget.normals != null) && _exportMorphNormal) { var accessorTargetNormals = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorTargetNormals", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); gltfMorphTarget.Add(GLTFMorphTarget.Attribute.NORMAL.ToString(), accessorTargetNormals.index); // Populate accessor int nbComponents = 3; // Vector3 int startIndex = babylonSubMesh.verticesStart * nbComponents; int endIndex = startIndex + babylonSubMesh.verticesCount * nbComponents; for (int indexNormal = startIndex; indexNormal < endIndex; indexNormal += 3) { var normalTarget = Tools.SubArray(babylonMorphTarget.normals, indexNormal, 3); // Babylon stores morph target information as final data while glTF expects deltas from mesh primitive var normalMesh = Tools.SubArray(babylonMesh.normals, indexNormal, 3); for (int indexCoordinate = 0; indexCoordinate < normalTarget.Length; indexCoordinate++) { normalTarget[indexCoordinate] = normalTarget[indexCoordinate] - normalMesh[indexCoordinate]; } normalTarget[2] *= -1; // Store values as bytes foreach (var coordinate in normalTarget) { accessorTargetNormals.bytesList.AddRange(BitConverter.GetBytes(coordinate)); } } accessorTargetNormals.count = babylonSubMesh.verticesCount; } // Tangents if ((babylonMorphTarget.tangents != null) && _exportMorphTangent) { var accessorTargetTangents = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorTargetTangents", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); gltfMorphTarget.Add(GLTFMeshPrimitive.Attribute.TANGENT.ToString(), accessorTargetTangents.index); // Populate accessor // Note that the w component for handedness is omitted when targeting TANGENT data since handedness cannot be displaced. int nbComponents = 4; // Vector4 int startIndex = babylonSubMesh.verticesStart * nbComponents; int endIndex = startIndex + babylonSubMesh.verticesCount * nbComponents; for (int indexTangent = startIndex; indexTangent < endIndex; indexTangent += 4) { var tangentTarget = Tools.SubArray(babylonMorphTarget.tangents, indexTangent, 3); // Babylon stores morph target information as final data while glTF expects deltas from mesh primitive var tangentMesh = Tools.SubArray(babylonMesh.tangents, indexTangent, 3); for (int indexCoordinate = 0; indexCoordinate < tangentTarget.Length; indexCoordinate++) { tangentTarget[indexCoordinate] = tangentTarget[indexCoordinate] - tangentMesh[indexCoordinate]; } tangentTarget[2] *= -1; // Store values as bytes foreach (var coordinate in tangentTarget) { accessorTargetTangents.bytesList.AddRange(BitConverter.GetBytes(coordinate)); } } accessorTargetTangents.count = babylonSubMesh.verticesCount; } gltfMorphTargets.Add(gltfMorphTarget); } if (gltfMorphTargets.Count > 0) { meshPrimitive.targets = gltfMorphTargets.ToArray(); } }
private GLTFMesh ExportMesh(BabylonMesh babylonMesh, GLTF gltf, BabylonScene babylonScene) { RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1); // -------------------------- // --- Mesh from babylon ---- // -------------------------- if (babylonMesh.positions == null || babylonMesh.positions.Length == 0) { RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2); return(null); } RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2); // Retreive general data from babylon mesh int nbVertices = babylonMesh.positions.Length / 3; bool hasTangents = babylonMesh.tangents != null && babylonMesh.tangents.Length > 0; bool hasUV = babylonMesh.uvs != null && babylonMesh.uvs.Length > 0; bool hasUV2 = babylonMesh.uvs2 != null && babylonMesh.uvs2.Length > 0; bool hasColor = babylonMesh.colors != null && babylonMesh.colors.Length > 0; bool hasBones = babylonMesh.matricesIndices != null && babylonMesh.matricesIndices.Length > 0; bool hasBonesExtra = babylonMesh.matricesIndicesExtra != null && babylonMesh.matricesIndicesExtra.Length > 0; RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 3); RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3); RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3); RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 3); RaiseMessage("GLTFExporter.Mesh | hasBones=" + hasBones, 3); RaiseMessage("GLTFExporter.Mesh | hasBonesExtra=" + hasBonesExtra, 3); // Retreive vertices data from babylon mesh List <GLTFGlobalVertex> globalVertices = new List <GLTFGlobalVertex>(); for (int indexVertex = 0; indexVertex < nbVertices; indexVertex++) { GLTFGlobalVertex globalVertex = new GLTFGlobalVertex(); globalVertex.Position = BabylonVector3.FromArray(babylonMesh.positions, indexVertex); globalVertex.Normal = BabylonVector3.FromArray(babylonMesh.normals, indexVertex); if (hasTangents) { globalVertex.Tangent = BabylonQuaternion.FromArray(babylonMesh.tangents, indexVertex); // Switch coordinate system at object level globalVertex.Tangent.Z *= -1; // Invert W to switch to right handed system globalVertex.Tangent.W *= -1; } // Switch coordinate system at object level globalVertex.Position.Z *= -1; globalVertex.Normal.Z *= -1; if (hasUV) { globalVertex.UV = BabylonVector2.FromArray(babylonMesh.uvs, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV.Y = 1 - globalVertex.UV.Y; } if (hasUV2) { globalVertex.UV2 = BabylonVector2.FromArray(babylonMesh.uvs2, indexVertex); // For glTF, the origin of the UV coordinates (0, 0) corresponds to the upper left corner of a texture image // While for Babylon, it corresponds to the lower left corner of a texture image globalVertex.UV2.Y = 1 - globalVertex.UV2.Y; } if (hasColor) { globalVertex.Color = Tools.SubArrayFromEntity(babylonMesh.colors, indexVertex, 4); } if (hasBones) { // In babylon, the 4 bones indices are stored in a single int // Each bone index is 8-bit offset from the next int bonesIndicesMerged = babylonMesh.matricesIndices[indexVertex]; int bone3 = bonesIndicesMerged >> 24; bonesIndicesMerged -= bone3 << 24; int bone2 = bonesIndicesMerged >> 16; bonesIndicesMerged -= bone2 << 16; int bone1 = bonesIndicesMerged >> 8; bonesIndicesMerged -= bone1 << 8; int bone0 = bonesIndicesMerged >> 0; bonesIndicesMerged -= bone0 << 0; var bonesIndicesArray = new ushort[] { (ushort)bone0, (ushort)bone1, (ushort)bone2, (ushort)bone3 }; globalVertex.BonesIndices = bonesIndicesArray; globalVertex.BonesWeights = Tools.SubArrayFromEntity(babylonMesh.matricesWeights, indexVertex, 4); } globalVertices.Add(globalVertex); } var babylonMorphTargetManager = GetBabylonMorphTargetManager(babylonScene, babylonMesh); // Retrieve indices from babylon mesh List <int> babylonIndices = babylonMesh.indices.ToList(); // -------------------------- // ------- Init glTF -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Init glTF", 2); // Mesh var gltfMesh = new GLTFMesh { name = babylonMesh.name }; gltfMesh.index = gltf.MeshesList.Count; gltf.MeshesList.Add(gltfMesh); gltfMesh.idGroupInstance = babylonMesh.idGroupInstance; if (hasBones) { gltfMesh.idBabylonSkeleton = babylonMesh.skeletonId; } // -------------------------- // ---- glTF primitives ----- // -------------------------- RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2); var meshPrimitives = new List <GLTFMeshPrimitive>(); foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes) { // -------------------------- // ------ SubMesh data ------ // -------------------------- List <GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount); var gltfIndices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount); // In gltf, indices of each mesh primitive are 0-based (ie: min value is 0) // Thus, the gltf indices list is a concatenation of sub lists all 0-based // Example for 2 triangles, each being a submesh: // babylonIndices = {0,1,2, 3,4,5} gives as result gltfIndicies = {0,1,2, 0,1,2} var minIndiceValue = gltfIndices.Min(); // Should be equal to babylonSubMesh.indexStart for (int indexIndice = 0; indexIndice < gltfIndices.Count; indexIndice++) { gltfIndices[indexIndice] -= minIndiceValue; } // -------------------------- // ----- Mesh primitive ----- // -------------------------- // MeshPrimitive var meshPrimitive = new GLTFMeshPrimitive { attributes = new Dictionary <string, int>() }; meshPrimitives.Add(meshPrimitive); // Material if (babylonMesh.materialId != null) { RaiseMessage("GLTFExporter.Mesh | Material", 3); // Retreive the babylon material BabylonMaterial babylonMaterial; var babylonMaterialId = babylonMesh.materialId; // From multi materials first, if any // Loop recursively even though it shouldn't be a real use case var babylonMultiMaterials = new List <BabylonMultiMaterial>(babylonScene.multiMaterials); BabylonMultiMaterial babylonMultiMaterial; do { babylonMultiMaterial = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMaterialId); if (babylonMultiMaterial != null) { babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex]; } }while (babylonMultiMaterial != null); // Then from materials var babylonMaterials = new List <BabylonMaterial>(babylonScene.materials); babylonMaterial = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId); // If babylon material was exported successfully if (babylonMaterial != null) { // Update primitive material index var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial); if (indexMaterial == -1) { // Store material for export indexMaterial = babylonMaterialsToExport.Count; babylonMaterialsToExport.Add(babylonMaterial); } meshPrimitive.material = indexMaterial; } // TODO - Add and retreive info from babylon material meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES; } // -------------------------- // ------- Accessors -------- // -------------------------- RaiseMessage("GLTFExporter.Mesh | Geometry", 3); // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // --- Indices --- var componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT; if (nbVertices >= 65536) { componentType = GLTFAccessor.ComponentType.UNSIGNED_INT; } var accessorIndices = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewScalar(gltf, buffer), "accessorIndices", componentType, GLTFAccessor.TypeEnum.SCALAR ); meshPrimitive.indices = accessorIndices.index; // Populate accessor if (componentType == GLTFAccessor.ComponentType.UNSIGNED_INT) { gltfIndices.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n))); } else { var gltfIndicesShort = gltfIndices.ConvertAll(new Converter <int, ushort>(n => (ushort)n)); gltfIndicesShort.ForEach(n => accessorIndices.bytesList.AddRange(BitConverter.GetBytes(n))); } accessorIndices.count = gltfIndices.Count; // --- Positions --- var accessorPositions = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorPositions", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index); // Populate accessor accessorPositions.min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }; accessorPositions.max = new float[] { float.MinValue, float.MinValue, float.MinValue }; globalVerticesSubMesh.ForEach((globalVertex) => { var positions = globalVertex.Position.ToArray(); // Store values as bytes foreach (var position in positions) { accessorPositions.bytesList.AddRange(BitConverter.GetBytes(position)); } // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorPositions, positions); }); accessorPositions.count = globalVerticesSubMesh.Count; // --- Normals --- var accessorNormals = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorNormals", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index); // Populate accessor List <float> normals = globalVerticesSubMesh.SelectMany(v => v.Normal.ToArray()).ToList(); normals.ForEach(n => accessorNormals.bytesList.AddRange(BitConverter.GetBytes(n))); accessorNormals.count = globalVerticesSubMesh.Count; // --- Tangents --- if (hasTangents) { var accessorTangents = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorTangents", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TANGENT.ToString(), accessorTangents.index); // Populate accessor List <float> tangents = globalVerticesSubMesh.SelectMany(v => v.Tangent.ToArray()).ToList(); tangents.ForEach(n => accessorTangents.bytesList.AddRange(BitConverter.GetBytes(n))); accessorTangents.count = globalVerticesSubMesh.Count; } // --- Colors --- if (hasColor) { var accessorColors = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorColors", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index); // Populate accessor List <float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList(); colors.ForEach(n => accessorColors.bytesList.AddRange(BitConverter.GetBytes(n))); accessorColors.count = globalVerticesSubMesh.Count; } // --- UV --- if (hasUV) { var accessorUVs = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer), "accessorUVs", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC2 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index); // Populate accessor List <float> uvs = globalVerticesSubMesh.SelectMany(v => v.UV.ToArray()).ToList(); uvs.ForEach(n => accessorUVs.bytesList.AddRange(BitConverter.GetBytes(n))); accessorUVs.count = globalVerticesSubMesh.Count; } // --- UV2 --- if (hasUV2) { var accessorUV2s = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec2(gltf, buffer), "accessorUV2s", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC2 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index); // Populate accessor List <float> uvs2 = globalVerticesSubMesh.SelectMany(v => v.UV2.ToArray()).ToList(); uvs2.ForEach(n => accessorUV2s.bytesList.AddRange(BitConverter.GetBytes(n))); accessorUV2s.count = globalVerticesSubMesh.Count; } // --- Bones --- if (hasBones) { RaiseMessage("GLTFExporter.Mesh | Bones", 3); // --- Joints --- var accessorJoints = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewUnsignedShortVec4(gltf, buffer), "accessorJoints", GLTFAccessor.ComponentType.UNSIGNED_SHORT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.JOINTS_0.ToString(), accessorJoints.index); // Populate accessor List <ushort> joints = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesIndices[0], v.BonesIndices[1], v.BonesIndices[2], v.BonesIndices[3] }).ToList(); joints.ForEach(n => accessorJoints.bytesList.AddRange(BitConverter.GetBytes(n))); accessorJoints.count = globalVerticesSubMesh.Count; // --- Weights --- var accessorWeights = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec4(gltf, buffer), "accessorWeights", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC4 ); meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.WEIGHTS_0.ToString(), accessorWeights.index); // Populate accessor List <float> weightBones = globalVerticesSubMesh.SelectMany(v => new[] { v.BonesWeights[0], v.BonesWeights[1], v.BonesWeights[2], v.BonesWeights[3] }).ToList(); weightBones.ForEach(n => accessorWeights.bytesList.AddRange(BitConverter.GetBytes(n))); accessorWeights.count = globalVerticesSubMesh.Count; } if (hasBonesExtra) { RaiseWarning("Too many bones influences per vertex. glTF only support up to 4 bones influences per vertex. The result may not be as expected.", 3); } // Morph targets positions and normals if (babylonMorphTargetManager != null) { RaiseMessage("GLTFExporter.Mesh | Morph targets", 3); _exportMorphTargets(babylonMesh, babylonSubMesh, babylonMorphTargetManager, gltf, buffer, meshPrimitive); } } gltfMesh.primitives = meshPrimitives.ToArray(); // Morph targets weights if (babylonMorphTargetManager != null) { var weights = new List <float>(); foreach (BabylonMorphTarget babylonMorphTarget in babylonMorphTargetManager.targets) { weights.Add(babylonMorphTarget.influence); } gltfMesh.weights = weights.ToArray(); } return(gltfMesh); }
private bool ExportMorphTargetWeightAnimation(BabylonMorphTargetManager babylonMorphTargetManager, GLTF gltf, GLTFNode gltfNode, List <GLTFChannel> channelList, List <GLTFAnimationSampler> samplerList) { if (!_isBabylonMorphTargetManagerAnimationValid(babylonMorphTargetManager)) { return(false); } RaiseMessage("GLTFExporter.Animation | Export animation of morph target manager with id: " + babylonMorphTargetManager.id, 2); var influencesPerFrame = _getTargetManagerAnimationsData(babylonMorphTargetManager); var frames = new List <int>(influencesPerFrame.Keys); frames.Sort(); // Mandatory otherwise gltf loader of babylon doesn't understand // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = "weights"; // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // --- Input --- var accessorInput = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewAnimationFloatScalar(gltf, buffer), "accessorAnimationInput", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.SCALAR ); // Populate accessor accessorInput.min = new float[] { float.MaxValue }; accessorInput.max = new float[] { float.MinValue }; foreach (var frame in frames) { var inputValue = frame / FPS_FACTOR; // Store values as bytes accessorInput.bytesList.AddRange(BitConverter.GetBytes(inputValue)); // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorInput, inputValue); } accessorInput.count = influencesPerFrame.Count; // --- Output --- GLTFAccessor accessorOutput = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewAnimationFloatScalar(gltf, buffer), "accessorAnimationWeights", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.SCALAR ); // Populate accessor foreach (var frame in frames) { var outputValues = influencesPerFrame[frame]; // Store values as bytes foreach (var outputValue in outputValues) { accessorOutput.count++; accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } } // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); return(true); }
private bool ExportMorphTargetWeightAnimation(BabylonMorphTargetManager babylonMorphTargetManager, GLTF gltf, GLTFNode gltfNode, List <GLTFChannel> channelList, List <GLTFAnimationSampler> samplerList, int startFrame, int endFrame) { if (!_isBabylonMorphTargetManagerAnimationValid(babylonMorphTargetManager)) { return(false); } RaiseMessage("GLTFExporter.Animation | Export animation of morph target manager with id: " + babylonMorphTargetManager.id, 2); // Target var gltfTarget = new GLTFChannelTarget { node = gltfNode.index }; gltfTarget.path = "weights"; // Buffer var buffer = GLTFBufferService.Instance.GetBuffer(gltf); // --- Input --- var accessorInput = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewAnimationFloatScalar(gltf, buffer), "accessorAnimationInput", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.SCALAR ); // Populate accessor accessorInput.min = new float[] { float.MaxValue }; accessorInput.max = new float[] { float.MinValue }; var influencesPerFrame = _getTargetManagerAnimationsData(babylonMorphTargetManager); var frames = new List <int>(influencesPerFrame.Keys); frames.Sort(); // Mandatory otherwise gltf loader of babylon doesn't understand int numKeys = 0; foreach (var frame in frames) { if (frame < startFrame) { continue; } if (frame > endFrame) { continue; } numKeys++; var inputValue = frame / (float)Loader.GetFPS(); // Store values as bytes accessorInput.bytesList.AddRange(BitConverter.GetBytes(inputValue)); // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorInput, inputValue); } accessorInput.count = numKeys; // bail out if we have no keys to export (?) // todo [KeyInterpolation]: bail out only when there are no keyframes at all (?) and otherwise add the appropriate (interpolated) keyframes if (numKeys == 0) { return(false); } // --- Output --- GLTFAccessor accessorOutput = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewAnimationFloatScalar(gltf, buffer), "accessorAnimationWeights", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.SCALAR ); // Populate accessor foreach (var frame in frames) { if (frame < startFrame) { continue; } if (frame > endFrame) { continue; } var outputValues = influencesPerFrame[frame]; // Store values as bytes foreach (var outputValue in outputValues) { accessorOutput.count++; accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue)); } } // Animation sampler var gltfAnimationSampler = new GLTFAnimationSampler { input = accessorInput.index, output = accessorOutput.index }; gltfAnimationSampler.index = samplerList.Count; samplerList.Add(gltfAnimationSampler); // Channel var gltfChannel = new GLTFChannel { sampler = gltfAnimationSampler.index, target = gltfTarget }; channelList.Add(gltfChannel); return(true); }
private void _exportMorphTargets(BabylonMesh babylonMesh, BabylonMorphTargetManager babylonMorphTargetManager, GLTF gltf, GLTFBuffer buffer, GLTFMeshPrimitive meshPrimitive, List <float> weights) { var gltfMorphTargets = new List <GLTFMorphTarget>(); foreach (var babylonMorphTarget in babylonMorphTargetManager.targets) { var gltfMorphTarget = new GLTFMorphTarget(); // Positions if (babylonMorphTarget.positions != null) { var accessorTargetPositions = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorTargetPositions", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); gltfMorphTarget.Add(GLTFMorphTarget.Attribute.POSITION.ToString(), accessorTargetPositions.index); // Populate accessor accessorTargetPositions.min = new float[] { float.MaxValue, float.MaxValue, float.MaxValue }; accessorTargetPositions.max = new float[] { float.MinValue, float.MinValue, float.MinValue }; for (int indexPosition = 0; indexPosition < babylonMorphTarget.positions.Length; indexPosition += 3) { var positionTarget = Tools.SubArray(babylonMorphTarget.positions, indexPosition, 3); // Babylon stores morph target information as final data while glTF expects deltas from mesh primitive var positionMesh = Tools.SubArray(babylonMesh.positions, indexPosition, 3); for (int indexCoordinate = 0; indexCoordinate < positionTarget.Length; indexCoordinate++) { positionTarget[indexCoordinate] = positionTarget[indexCoordinate] - positionMesh[indexCoordinate]; } // Store values as bytes foreach (var coordinate in positionTarget) { accessorTargetPositions.bytesList.AddRange(BitConverter.GetBytes(coordinate)); } // Update min and max values GLTFBufferService.UpdateMinMaxAccessor(accessorTargetPositions, positionTarget); } accessorTargetPositions.count = babylonMorphTarget.positions.Length / 3; } // Normals if (babylonMorphTarget.normals != null) { var accessorTargetNormals = GLTFBufferService.Instance.CreateAccessor( gltf, GLTFBufferService.Instance.GetBufferViewFloatVec3(gltf, buffer), "accessorTargetNormals", GLTFAccessor.ComponentType.FLOAT, GLTFAccessor.TypeEnum.VEC3 ); gltfMorphTarget.Add(GLTFMorphTarget.Attribute.NORMAL.ToString(), accessorTargetNormals.index); // Populate accessor for (int indexNormal = 0; indexNormal < babylonMorphTarget.positions.Length; indexNormal += 3) { var normalTarget = Tools.SubArray(babylonMorphTarget.normals, indexNormal, 3); // Babylon stores morph target information as final data while glTF expects deltas from mesh primitive var normalMesh = Tools.SubArray(babylonMesh.normals, indexNormal, 3); for (int indexCoordinate = 0; indexCoordinate < normalTarget.Length; indexCoordinate++) { normalTarget[indexCoordinate] = normalTarget[indexCoordinate] - normalMesh[indexCoordinate]; } // Store values as bytes foreach (var coordinate in normalTarget) { accessorTargetNormals.bytesList.AddRange(BitConverter.GetBytes(coordinate)); } } accessorTargetNormals.count = babylonMorphTarget.normals.Length / 3; } if (gltfMorphTarget.Count > 0) { gltfMorphTargets.Add(gltfMorphTarget); weights.Add(babylonMorphTarget.influence); } } if (gltfMorphTargets.Count > 0) { meshPrimitive.targets = gltfMorphTargets.ToArray(); } }