public static string ExportGameObject(GameObject gameObj, bool copyMaterials, bool copyTextures, string oldPath = null) { if (gameObj == null) { //EditorUtility.DisplayDialog("Object is null", "Please select any GameObject to Export to FBX", "Okay"); Debug.Log("Please add a Mechanical Keyboard first to Export to FBX."); return(null); } //string newPath = GetNewPath(gameObj, oldPath); string newPath = "Assets/Save Data/" + gameObj.name + ".fbx"; if (newPath != null && newPath.Length != 0) { bool isSuccess = FBXExporter.ExportGameObjToFBX(gameObj, newPath, copyMaterials, copyTextures); if (isSuccess) { return(newPath); } else { //EditorUtility.DisplayDialog("Warning", "The extension probably wasn't an FBX file, could not export.", "Okay"); Debug.LogError("Could not export because the extension probably wasn't a FBX file."); } } return(null); }
public static string ExportGameObject(GameObject gameObj, bool copyMaterials, bool copyTextures, string oldPath = null) { if (gameObj == null) { EditorUtility.DisplayDialog("Object is null", "Please select any GameObject to Export to FBX", "Okay"); return(null); } string newPath = GetNewPath(gameObj, oldPath); if (newPath != null && newPath.Length != 0) { bool isSuccess = FBXExporter.ExportGameObjToFBX(gameObj, newPath, copyMaterials, copyTextures); if (isSuccess) { return(newPath); } else { EditorUtility.DisplayDialog("Warning", "The extension probably wasn't an FBX file, could not export.", "Okay"); } } return(null); }
/// <summary> /// Gets all the meshes and outputs to a string (even grabbing the child of each gameObject) /// </summary> /// <returns>The mesh to string.</returns> /// <param name="gameObj">GameObject Parent.</param> /// <param name="materials">Every Material in the parent that can be accessed.</param> /// <param name="objects">The StringBuidler to create objects for the FBX file.</param> /// <param name="connections">The StringBuidler to create connections for the FBX file.</param> /// <param name="parentObject">Parent object, if left null this is the top parent.</param> /// <param name="parentModelId">Parent model id, 0 if top parent.</param> public static long GetMeshToString(GameObject gameObj, Material[] materials, ref StringBuilder objects, ref StringBuilder connections, GameObject parentObject = null, long parentModelId = 0) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); long geometryId = FBXExporter.GetRandomFBXId(); long modelId = FBXExporter.GetRandomFBXId(); //@cartzhang if SkinnedMeshRender gameobject,but has no meshfilter,add one. SkinnedMeshRenderer[] meshfilterRender = gameObj.GetComponentsInChildren <SkinnedMeshRenderer>(); for (int i = 0; i < meshfilterRender.Length; i++) { if (meshfilterRender[i].GetComponent <MeshFilter>() == null) { meshfilterRender[i].gameObject.AddComponent <MeshFilter>(); meshfilterRender[i].GetComponent <MeshFilter>().sharedMesh = GameObject.Instantiate(meshfilterRender[i].sharedMesh); } } // Sees if there is a mesh to export and add to the system MeshFilter filter = gameObj.GetComponent <MeshFilter>(); string meshName = gameObj.name; // A NULL parent means that the gameObject is at the top string isMesh = "Null"; if (filter != null) { meshName = filter.sharedMesh.name; isMesh = "Mesh"; } if (parentModelId == 0) { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::RootNode"); } else { tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::USING PARENT"); } tempConnectionsSb.AppendLine("\tC: \"OO\"," + modelId + "," + parentModelId); tempConnectionsSb.AppendLine(); tempObjectSb.AppendLine("\tModel: " + modelId + ", \"Model::" + gameObj.name + "\", \"" + isMesh + "\" {"); tempObjectSb.AppendLine("\t\tVersion: 232"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendLine("\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",4"); tempObjectSb.AppendLine("\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); tempObjectSb.AppendLine("\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); // ===== Local Translation Offset ========= Vector3 position = gameObj.transform.localPosition; tempObjectSb.Append("\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A+\","); // Append the X Y Z coords to the system tempObjectSb.AppendFormat("{0},{1},{2}", position.x * -1, position.y, position.z); tempObjectSb.AppendLine(); // Rotates the object correctly from Unity space Vector3 localRotation = gameObj.transform.localEulerAngles; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A+\",{0},{1},{2}", localRotation.x, localRotation.y * -1, -1 * localRotation.z); tempObjectSb.AppendLine(); // Adds the local scale of this object Vector3 localScale = gameObj.transform.localScale; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", localScale.x, localScale.y, localScale.z); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\tP: \"currentUVSet\", \"KString\", \"\", \"U\", \"map1\""); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t\tShading: T"); tempObjectSb.AppendLine("\t\tCulling: \"CullingOff\""); tempObjectSb.AppendLine("\t}"); // Adds in geometry if it exists, if it it does not exist, this is a empty gameObject file and skips over this if (filter != null) { Mesh mesh = filter.sharedMesh; // ================================= // General Geometry Info // ================================= // Generate the geometry information for the mesh created tempObjectSb.AppendLine("\tGeometry: " + geometryId + ", \"Geometry::\", \"Mesh\" {"); // ===== WRITE THE VERTICIES ===== Vector3[] verticies = mesh.vertices; int vertCount = mesh.vertexCount * 3; // <= because the list of points is just a list of comma seperated values, we need to multiply by three tempObjectSb.AppendLine("\t\tVertices: *" + vertCount + " {"); tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < verticies.Length; i++) { if (i > 0) { tempObjectSb.Append(","); } // Points in the verticies. We also reverse the x value because Unity has a reverse X coordinate tempObjectSb.AppendFormat("{0},{1},{2}", verticies[i].x * -1, verticies[i].y, verticies[i].z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); // ======= WRITE THE TRIANGLES ======== int triangleCount = mesh.triangles.Length; int[] triangles = mesh.triangles; tempObjectSb.AppendLine("\t\tPolygonVertexIndex: *" + triangleCount + " {"); // Write triangle indexes tempObjectSb.Append("\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the triangles since we flipped the x direction tempObjectSb.AppendFormat("{0},{1},{2}", triangles[i], triangles[i + 2], (triangles[i + 1] * -1) - 1); // <= Tells the poly is ended } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); tempObjectSb.AppendLine("\t\tGeometryVersion: 124"); tempObjectSb.AppendLine("\t\tLayerElementNormal: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"Direct\""); // ===== WRITE THE NORMALS ========== Vector3[] normals = mesh.normals; tempObjectSb.AppendLine("\t\t\tNormals: *" + (triangleCount * 3) + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // To get the correct normals, must rewind the normal triangles like the triangles above since x was flipped Vector3 newNormal = normals[triangles[i]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 2]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 1]]; tempObjectSb.AppendFormat("{0},{1},{2}", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // ===== WRITE THE COLORS ===== bool containsColors = mesh.colors.Length == verticies.Length; if (containsColors) { Color[] colors = mesh.colors; Dictionary <Color, int> colorTable = new Dictionary <Color, int>(); // reducing amount of data by only keeping unique colors. int idx = 0; // build index table of all the different colors present in the mesh for (int i = 0; i < colors.Length; i++) { if (!colorTable.ContainsKey(colors[i])) { colorTable[colors[i]] = idx; idx++; } } tempObjectSb.AppendLine("\t\tLayerElementColor: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"Col\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tColors: *" + colorTable.Count * 4 + " {"); tempObjectSb.Append("\t\t\t\ta: "); bool first = true; foreach (KeyValuePair <Color, int> color in colorTable) { if (!first) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1},{2},{3}", color.Key.r, color.Key.g, color.Key.b, color.Key.a); first = false; } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // Color index tempObjectSb.AppendLine("\t\t\tColorIndex: *" + triangles.Length + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangles.Length; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; // Find the color index related to that vertice index index1 = colorTable[colors[index1]]; index2 = colorTable[colors[index2]]; index3 = colorTable[colors[index3]]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); } else { Debug.LogWarning("Mesh contains " + mesh.vertices.Length + " vertices for " + mesh.colors.Length + " colors. Skip color export"); } // ================ UV CREATION ========================= // -- UV 1 Creation int uvLength = mesh.uv.Length; Vector2[] uvs = mesh.uv; tempObjectSb.AppendLine("\t\tLayerElementUV: 0 {"); // the Zero here is for the first UV map tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"map1\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tUV: *" + uvLength * 2 + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < uvLength; i++) { if (i > 0) { tempObjectSb.Append(","); } tempObjectSb.AppendFormat("{0},{1}", uvs[i].x, uvs[i].y); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // UV tile index coords tempObjectSb.AppendLine("\t\t\tUVIndex: *" + triangleCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangleCount; i += 3) { if (i > 0) { tempObjectSb.Append(","); } // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // -- UV 2 Creation // TODO: Add UV2 Creation here // -- Smoothing // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH // ============ MATERIALS ============= tempObjectSb.AppendLine("\t\tLayerElementMaterial: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygon\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); int totalFaceCount = 0; // So by polygon means that we need 1/3rd of how many indicies we wrote. int numberOfSubmeshes = mesh.subMeshCount; StringBuilder submeshesSb = new StringBuilder(); // For just one submesh, we set them all to zero if (numberOfSubmeshes == 1) { int numFaces = triangles.Length / 3; for (int i = 0; i < numFaces; i++) { submeshesSb.Append("0,"); totalFaceCount++; } } else { List <int[]> allSubmeshes = new List <int[]>(); // Load all submeshes into a space for (int i = 0; i < numberOfSubmeshes; i++) { allSubmeshes.Add(mesh.GetIndices(i)); } // TODO: Optimize this search pattern for (int i = 0; i < triangles.Length; i += 3) { for (int subMeshIndex = 0; subMeshIndex < allSubmeshes.Count; subMeshIndex++) { bool breaker = false; for (int n = 0; n < allSubmeshes[subMeshIndex].Length; n += 3) { if (triangles[i] == allSubmeshes[subMeshIndex][n] && triangles[i + 1] == allSubmeshes[subMeshIndex][n + 1] && triangles[i + 2] == allSubmeshes[subMeshIndex][n + 2]) { submeshesSb.Append(subMeshIndex.ToString()); submeshesSb.Append(","); totalFaceCount++; break; } if (breaker) { break; } } } } } tempObjectSb.AppendLine("\t\t\tMaterials: *" + totalFaceCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); tempObjectSb.AppendLine(submeshesSb.ToString()); tempObjectSb.AppendLine("\t\t\t} "); tempObjectSb.AppendLine("\t\t}"); // ============= INFORMS WHAT TYPE OF LATER ELEMENTS ARE IN THIS GEOMETRY ================= tempObjectSb.AppendLine("\t\tLayer: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 100"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementNormal\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementMaterial\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementTexture\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); if (containsColors) { tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementColor\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); } tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); // TODO: Here we would add UV layer 1 for ambient occlusion UV file // tempObjectSb.AppendLine("\t\t\tLayerElement: {"); // tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); // tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 1"); // tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); // Add the connection for the model to the geometry so it is attached the right mesh tempConnectionsSb.AppendLine("\t;Geometry::, Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + geometryId + "," + modelId); tempConnectionsSb.AppendLine(); // Add the connection of all the materials in order of submesh MeshRenderer meshRenderer = gameObj.GetComponent <MeshRenderer>(); if (meshRenderer != null) { Material[] allMaterialsInThisMesh = meshRenderer.sharedMaterials; for (int i = 0; i < allMaterialsInThisMesh.Length; i++) { Material mat = allMaterialsInThisMesh[i]; int referenceId = Mathf.Abs(mat.GetInstanceID()); if (mat == null) { Debug.LogError("ERROR: the game object " + gameObj.name + " has an empty material on it. This will export problematic files. Please fix and reexport"); continue; } tempConnectionsSb.AppendLine("\t;Material::" + mat.name + ", Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + referenceId + "," + modelId); tempConnectionsSb.AppendLine(); } } } // Recursively add all the other objects to the string that has been built. for (int i = 0; i < gameObj.transform.childCount; i++) { GameObject childObject = gameObj.transform.GetChild(i).gameObject; FBXUnityMeshGetter.GetMeshToString(childObject, materials, ref tempObjectSb, ref tempConnectionsSb, gameObj, modelId); } objects.Append(tempObjectSb.ToString()); connections.Append(tempConnectionsSb.ToString()); return(modelId); }
private static bool SerializeOneTexture(GameObject gameObj, string newPath, Material material, string materialName, int materialId, bool copyTextures, string unityExtension, string textureType, out string objects, out string connections) { StringBuilder objectsSb = new StringBuilder(); StringBuilder connectionsSb = new StringBuilder(); Texture texture = material.GetTexture(unityExtension); if (texture == null) { objects = ""; connections = ""; return(false); } string originalAssetPath = ""; #if UNITY_EDITOR originalAssetPath = AssetDatabase.GetAssetPath(texture); #else Debug.LogError("Unity FBX Exporter can not serialize textures at runtime (yet). Look in FBXUnityMaterialGetter around line 250ish. Fix it and contribute to the project!"); objects = ""; connections = ""; return(false); #endif string fullDataFolderPath = Application.dataPath; string textureFilePathFullName = originalAssetPath; string textureName = Path.GetFileNameWithoutExtension(originalAssetPath); string textureExtension = Path.GetExtension(originalAssetPath); // If we are copying the textures over, we update the relative positions if (copyTextures) { int indexOfAssetsFolder = fullDataFolderPath.LastIndexOf("/Assets"); fullDataFolderPath = fullDataFolderPath.Remove(indexOfAssetsFolder, fullDataFolderPath.Length - indexOfAssetsFolder); string newPathFolder = newPath.Remove(newPath.LastIndexOf('/') + 1, newPath.Length - newPath.LastIndexOf('/') - 1); textureName = gameObj.name + "_" + material.name + unityExtension; textureFilePathFullName = fullDataFolderPath + "/" + newPathFolder + textureName + textureExtension; } long textureReference = FBXExporter.GetRandomFBXId(); // TODO - test out different reference names to get one that doesn't load a _MainTex when importing. objectsSb.AppendLine("\tTexture: " + textureReference + ", \"Texture::" + materialName + "\", \"\" {"); objectsSb.AppendLine("\t\tType: \"TextureVideoClip\""); objectsSb.AppendLine("\t\tVersion: 202"); objectsSb.AppendLine("\t\tTextureName: \"Texture::" + materialName + "\""); objectsSb.AppendLine("\t\tProperties70: {"); objectsSb.AppendLine("\t\t\tP: \"CurrentTextureBlendMode\", \"enum\", \"\", \"\",0"); objectsSb.AppendLine("\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"map1\""); objectsSb.AppendLine("\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",1"); objectsSb.AppendLine("\t\t}"); objectsSb.AppendLine("\t\tMedia: \"Video::" + materialName + "\""); // Sets the absolute path for the copied texture objectsSb.Append("\t\tFileName: \""); objectsSb.Append(textureFilePathFullName); objectsSb.AppendLine("\""); // Sets the relative path for the copied texture // TODO: If we don't copy the textures to a relative path, we must find a relative path to write down here if (copyTextures) { objectsSb.AppendLine("\t\tRelativeFilename: \"/Textures/" + textureName + textureExtension + "\""); } objectsSb.AppendLine("\t\tModelUVTranslation: 0,0"); // TODO: Figure out how to get the UV translation into here objectsSb.AppendLine("\t\tModelUVScaling: 1,1"); // TODO: Figure out how to get the UV scaling into here objectsSb.AppendLine("\t\tTexture_Alpha_Source: \"None\""); // TODO: Add alpha source here if the file is a cutout. objectsSb.AppendLine("\t\tCropping: 0,0,0,0"); objectsSb.AppendLine("\t}"); connectionsSb.AppendLine("\t;Texture::" + textureName + ", Material::" + materialName + "\""); connectionsSb.AppendLine("\tC: \"OP\"," + textureReference + "," + materialId + ", \"" + textureType + "\""); connectionsSb.AppendLine(); objects = objectsSb.ToString(); connections = connectionsSb.ToString(); return(true); }