Exemplo n.º 1
0
        public virtual void Export(ITextureSerializer textureSerializer)
        {
            Nodes = Copy.transform.Traverse()
                    .Skip(1) // exclude root object for the symmetry with the importer
                    .ToList();

            var uniqueUnityMeshes = new MeshExportList();

            uniqueUnityMeshes.GetInfo(Nodes, m_settings);

            #region Materials and Textures
            ReportProgress("Materials and Textures", 0.2f);
            Materials = uniqueUnityMeshes.GetUniqueMaterials().ToList();

            _textureExporter = new TextureExporter(textureSerializer);

            var materialExporter = CreateMaterialExporter();
            _gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureExporter, m_settings)).ToList();
            #endregion

            #region Meshes
            ReportProgress("Meshes", 0.4f);
            MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >();
            foreach (var unityMesh in uniqueUnityMeshes)
            {
                if (!unityMesh.CanExport)
                {
                    continue;
                }

                var(gltfMesh, blendShapeIndexMap) = m_settings.DivideVertexBuffer
                    ? MeshExporter_DividedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                    : MeshExporter_SharedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                ;
                _gltf.meshes.Add(gltfMesh);
                Meshes.Add(unityMesh.Mesh);
                if (!MeshBlendShapeIndexMap.ContainsKey(unityMesh.Mesh))
                {
                    // 重複防止
                    MeshBlendShapeIndexMap.Add(unityMesh.Mesh, blendShapeIndexMap);
                }
            }
            #endregion

            #region Nodes and Skins
            ReportProgress("Nodes and Skins", 0.8f);
            var skins = uniqueUnityMeshes
                        .SelectMany(x => x.Renderers)
                        .Where(x => x.Item1 is SkinnedMeshRenderer && x.UniqueBones != null)
                        .Select(x => x.Item1 as SkinnedMeshRenderer)
                        .ToList()
            ;
            foreach (var node in Nodes)
            {
                var gltfNode = ExportNode(node, Nodes, uniqueUnityMeshes, skins);
                _gltf.nodes.Add(gltfNode);
            }
            _gltf.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in uniqueUnityMeshes)
            {
                foreach (var(renderer, uniqueBones) in x.Renderers)
                {
                    if (uniqueBones != null && renderer is SkinnedMeshRenderer smr)
                    {
                        var matrices = x.GetBindPoses().Select(m_settings.InverseAxis.Create().InvertMat4).ToArray();
                        var accessor = _data.ExtendBufferAndGetAccessorIndex(matrices, glBufferTarget.NONE);
                        var skin     = new glTFSkin
                        {
                            inverseBindMatrices = accessor,
                            joints   = uniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(),
                            skeleton = Nodes.IndexOf(smr.rootBone),
                        };
                        var skinIndex = _gltf.skins.Count;
                        _gltf.skins.Add(skin);

                        foreach (var z in Nodes.Where(y => y.Has(renderer)))
                        {
                            var nodeIndex = Nodes.IndexOf(z);
                            var node      = _gltf.nodes[nodeIndex];
                            node.skin = skinIndex;
                        }
                    }
                }
            }
            #endregion

            if (m_animationExporter != null)
            {
                ReportProgress("Animations", 0.9f);
                m_animationExporter.Export(_data, Copy, Nodes);
            }

            ExportExtensions(textureSerializer);

            // Extension で Texture が増える場合があるので最後に呼ぶ
            var exported = _textureExporter.Export();
            for (var exportedTextureIdx = 0; exportedTextureIdx < exported.Count; ++exportedTextureIdx)
            {
                var(unityTexture, colorSpace) = exported[exportedTextureIdx];
                GltfTextureExporter.PushGltfTexture(_data, unityTexture, colorSpace, textureSerializer);
            }

            FixName(_gltf);
        }
Exemplo n.º 2
0
        void FromGameObject(GLTFRoot gltf, GameObject go, bool useSparseAccessorForMorphTarget = false, int textureFormat = 0)
        {
            var bytesBuffer = new ArrayByteBuffer(new byte[50 * 1024 * 1024]);
            var bufferIndex = gltf.AddBuffer(bytesBuffer);

            GameObject tmpParent = null;

            if (go.transform.childCount == 0)
            {
                tmpParent = new GameObject("tmpParent");
                go.transform.SetParent(tmpParent.transform, true);
                go = tmpParent;
            }

            try
            {
                // exclude root object for the symmetry with the importer
                nodes = go.transform.Traverse().Skip(1).ToList();

                #region Materials and Textures
                materials = nodes.SelectMany(x => x.GetSharedMaterials()).Where(x => x != null).Distinct().ToList();
                var unityTextures = materials.SelectMany(x => x.GetTextures()).Where(x => x.Texture != null).Distinct().ToList();

                textureManager = new TextureExportManager(unityTextures);

                gltf.materials = materials.Select(x => _materialExporter.ExportMaterial(x, textureManager)).ToList();
                Debug.Log("image count = " + unityTextures.Count);
                for (int i = 0; i < unityTextures.Count; ++i)
                {
                    gltf.ExportTexture(bufferIndex, textureManager.GetExportTexture(i), unityTextures[i].TextureType, textureFormat);
                }
                #endregion


                #region Meshes
                var unityMeshes = nodes
                                  .Select(x => new MeshWithRenderer
                {
                    mesh       = x.GetSharedMesh(),
                    rendererer = x.GetComponent <Renderer>(),
                })
                                  .Where(x =>
                {
                    if (x.mesh == null)
                    {
                        return(false);
                    }
                    if (x.rendererer.sharedMaterials == null ||
                        x.rendererer.sharedMaterials.Length == 0)
                    {
                        return(false);
                    }

                    return(true);
                })
                                  .ToList();
                Debug.Log("unityMesher...." + unityMeshes.Count);
                _meshExporter.Export(gltf, bufferIndex, unityMeshes, materials, useSparseAccessorForMorphTarget);
                meshes = unityMeshes.Select(x => x.mesh).ToList();
                #endregion

                #region Skins
                var unitySkins = nodes
                                 .Select(x => x.GetComponent <SkinnedMeshRenderer>()).Where(x =>
                                                                                            x != null &&
                                                                                            x.bones != null &&
                                                                                            x.bones.Length > 0)
                                 .ToList();
                gltf.nodes  = nodes.Select(x => ExportNode(x, nodes, unityMeshes.Select(y => y.mesh).ToList(), unitySkins)).ToList();
                gltf.scenes = new List <GLTFScene>
                {
                    new GLTFScene
                    {
                        nodes = go.transform.GetChildren().Select(x => nodes.IndexOf(x)).ToArray(),
                    }
                };

                foreach (var x in unitySkins)
                {
                    var matrices = x.sharedMesh.bindposes.Select(y => y.ReverseZ()).ToArray();
                    var accessor = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, GLTFBufferTarget.NONE);

                    var skin = new GLTFSkin
                    {
                        inverseBindMatrices = accessor,
                        joints   = x.bones.Select(y => nodes.IndexOf(y)).ToArray(),
                        skeleton = nodes.IndexOf(x.rootBone),
                    };
                    var skinIndex = gltf.skins.Count;
                    gltf.skins.Add(skin);

                    foreach (var z in nodes.Where(y => y.HasComponent(x)))
                    {
                        var nodeIndex = nodes.IndexOf(z);
                        var node      = gltf.nodes[nodeIndex];
                        node.skin = skinIndex;
                    }
                }
                #endregion

#if UNITY_EDITOR
                #region Animations

                var clips     = new List <AnimationClip>();
                var animator  = go.GetComponent <Animator>();
                var animation = go.GetComponent <Animation>();
                if (animator != null)
                {
                    clips = _animationExporter.GetAnimationClips(animator);
                }
                else if (animation != null)
                {
                    clips = _animationExporter.GetAnimationClips(animation);
                }

                if (clips.Any())
                {
                    Debug.Log("export clips.." + clips.Count);
                    foreach (AnimationClip clip in clips)
                    {
                        var animationWithCurve = _animationExporter.Export(clip, go.transform, nodes);

                        foreach (var kv in animationWithCurve.samplers)
                        {
                            var sampler            = animationWithCurve.animation.samplers[kv.Key];
                            var inputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.input);
                            sampler.input = inputAccessorIndex;

                            var outputAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, kv.Value.output);
                            sampler.output = outputAccessorIndex;
                            Debug.Log(sampler.interpolation + ">>" + string.Join(",", kv.Value.output));

                            // modify accessors
                            var outputAccessor = gltf.accessors[outputAccessorIndex];
                            var channel        = animationWithCurve.animation.channels.First(x => x.sampler == kv.Key);
                            switch (GLTFAnimationTarget.GetElementCount(channel.target.path))
                            {
                            case 1:
                                outputAccessor.type = "SCALAR";
                                //outputAccessor.count = ;
                                break;

                            case 3:
                                outputAccessor.type   = "VEC3";
                                outputAccessor.count /= 3;
                                break;

                            case 4:
                                outputAccessor.type   = "VEC4";
                                outputAccessor.count /= 4;
                                break;

                            default:
                                throw new NotImplementedException();
                            }
                        }
                        animationWithCurve.animation.name = clip.name;
                        gltf.animations.Add(animationWithCurve.animation);
                    }
                }
                #endregion
#endif
            }
            finally
            {
                if (tmpParent != null)
                {
                    tmpParent.transform.GetChild(0).SetParent(null);
                    if (Application.isPlaying)
                    {
                        GameObject.Destroy(tmpParent);
                    }
                    else
                    {
                        GameObject.DestroyImmediate(tmpParent);
                    }
                }
            }
        }