public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false)
        {
            if (isRotationAnimated(gameNode) || force)
            {
                ExportQuaternionAnimation("rotationQuaternion", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);

                    if (float.IsNaN(localMatrix.Determinant))
                    {
                        RaiseError($"Determinant of {gameNode.Name} of rotation animation at {key} localMatrix is NaN ");
                    }

                    var tm_babylon = new BabylonMatrix();
                    tm_babylon.m   = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    // normalize
                    var q          = q_babylon;
                    float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W);

                    return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length });
                });
            }
        }
Пример #2
0
        private void exportTransform(BabylonAbstractMesh babylonAbstractMesh, IIGameNode maxGameNode)
        {
            // Position / rotation / scaling
            var localTM = maxGameNode.GetLocalTM(0);

            // use babylon decomposition, as 3ds max built-in values are no correct
            var tm_babylon = new BabylonMatrix();

            tm_babylon.m = localTM.ToArray();

            var s_babylon = new BabylonVector3();
            var q_babylon = new BabylonQuaternion();
            var t_babylon = new BabylonVector3();

            tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

            if (ExportQuaternionsInsteadOfEulers)
            {
                babylonAbstractMesh.rotationQuaternion = q_babylon.ToArray();
            }
            else
            {
                babylonAbstractMesh.rotation = q_babylon.toEulerAngles().ToArray();
            }

            // normalize quaternion
            var   q        = q_babylon;
            float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W);

            babylonAbstractMesh.rotationQuaternion = new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length };
            babylonAbstractMesh.scaling            = new[] { s_babylon.X, s_babylon.Y, s_babylon.Z };
            babylonAbstractMesh.position           = new[] { t_babylon.X, t_babylon.Y, t_babylon.Z };
        }
        public void GenerateScalingAnimation(IIGameNode gameNode, List <BabylonAnimation> animations)
        {
            if (gameNode.IGameControl.IsAnimated(IGameControlType.Scale))
            {
                ExportVector3Animation("scaling", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);

                    if (float.IsNaN(localMatrix.Determinant))
                    {
                        RaiseError($"Determinant of {gameNode.Name} of scale animation at {key} localMatrix is NaN ");
                    }

                    var tm_babylon = new BabylonMatrix();
                    tm_babylon.m   = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    return(new[] { s_babylon.X, s_babylon.Y, s_babylon.Z });
                });
            }
        }
Пример #4
0
        public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false)
        {
            if (gameNode.IGameControl.IsAnimated(IGameControlType.Rot) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerX) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerY) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerZ) ||
                (gameNode.IGameObject.IGameType == Autodesk.Max.IGameObject.ObjectTypes.Light && gameNode.IGameObject.AsGameLight().LightTarget != null) || // Light with target are indirectly animated by their target
                force)
            {
                ExportQuaternionAnimation("rotationQuaternion", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);
                    var tm_babylon  = new BabylonMatrix();
                    tm_babylon.m    = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    // normalize
                    var q          = q_babylon;
                    float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W);

                    return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length });
                });
            }
        }
Пример #5
0
        private BabylonNode BoneToNode(BabylonBone babylonBone)
        {
            BabylonNode babylonNode = new BabylonNode();

            babylonNode.id       = babylonBone.id;
            babylonNode.parentId = babylonBone.parentNodeId;
            babylonNode.name     = babylonBone.name;


            babylonNode.animations = new[] { babylonBone.animation };

            var tm_babylon = new BabylonMatrix();

            tm_babylon.m = babylonBone.matrix.ToArray();
            var s_babylon = new BabylonVector3();
            var q_babylon = new BabylonQuaternion();
            var t_babylon = new BabylonVector3();

            tm_babylon.decompose(s_babylon, q_babylon, t_babylon);
            babylonNode.position           = t_babylon.ToArray();
            babylonNode.rotationQuaternion = q_babylon.ToArray();
            babylonNode.scaling            = s_babylon.ToArray();

            return(babylonNode);
        }
        public void GenerateRotationAnimation(IIGameNode gameNode, List <BabylonAnimation> animations, bool force = false)
        {
            if (gameNode.IGameControl.IsAnimated(IGameControlType.Rot) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerX) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerY) ||
                gameNode.IGameControl.IsAnimated(IGameControlType.EulerZ) ||
                force)
            {
                ExportQuaternionAnimation("rotationQuaternion", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);
                    var tm_babylon  = new BabylonMatrix();
                    tm_babylon.m    = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    // normalize
                    var q          = q_babylon;
                    float q_length = (float)Math.Sqrt(q.X * q.X + q.Y * q.Y + q.Z * q.Z + q.W * q.W);

                    return(new[] { q_babylon.X / q_length, q_babylon.Y / q_length, q_babylon.Z / q_length, q_babylon.W / q_length });
                });
            }
        }
Пример #7
0
        public void GeneratePositionAnimation(IIGameNode gameNode, List <BabylonAnimation> animations)
        {
            if (isPositionAnimated(gameNode))
            {
                ExportVector3Animation("position", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);

                    if (float.IsNaN(localMatrix.Determinant))
                    {
                        RaiseError($"Determinant of {gameNode.Name} of position animation at {key} localMatrix is NaN ");
                    }

                    var tm_babylon = new BabylonMatrix();
                    tm_babylon.m   = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    // Apply unit conversion factor to meter
                    t_babylon *= scaleFactorToMeters;

                    return(new[] { t_babylon.X, t_babylon.Y, t_babylon.Z });
                });
            }
        }
Пример #8
0
 private BabylonMatrix _getNodeLocalMatrix(GLTFNode gltfNode)
 {
     return(BabylonMatrix.Compose(
                BabylonVector3.FromArray(gltfNode.scale),
                BabylonQuaternion.FromArray(gltfNode.rotation),
                BabylonVector3.FromArray(gltfNode.translation)
                ));
 }
Пример #9
0
        private GLTFNode _exportBone(BabylonBone babylonBone, GLTF gltf, BabylonSkeleton babylonSkeleton, List <BabylonBone> bones)
        {
            if (alreadyExportedBones.ContainsKey(babylonBone))
            {
                return(alreadyExportedBones[babylonBone]);
            }

            // Node
            var gltfNode = new GLTFNode
            {
                name = babylonBone.name
            };

            gltfNode.index = gltf.NodesList.Count;
            gltf.NodesList.Add(gltfNode);
            alreadyExportedBones.Add(babylonBone, gltfNode);
            boneToGltfNodeMap.Add(babylonBone, gltfNode);

            // Hierarchy
            if (babylonBone.parentBoneIndex >= 0)
            {
                var babylonParentBone = bones.Find(_babylonBone => _babylonBone.index == babylonBone.parentBoneIndex);
                var gltfParentNode    = _exportBone(babylonParentBone, gltf, babylonSkeleton, bones);
                RaiseMessage("GLTFExporter.Skin | Add " + babylonBone.name + " as child to " + gltfParentNode.name, 3);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.Skin | Add " + babylonBone.name + " as root node to scene", 3);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            // Bones transform are exported through translation/rotation/scale (TRS) rather than matrix
            // Because gltf node animation can only target TRS properties, not the matrix one
            // Create matrix from array
            var babylonMatrix = new BabylonMatrix();

            babylonMatrix.m = babylonBone.matrix;
            // Decompose matrix into TRS
            var translationBabylon  = new BabylonVector3();
            var rotationQuatBabylon = new BabylonQuaternion();
            var scaleBabylon        = new BabylonVector3();

            babylonMatrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon);
            // Store TRS values
            gltfNode.translation = translationBabylon.ToArray();
            gltfNode.rotation    = rotationQuatBabylon.ToArray();
            gltfNode.scale       = scaleBabylon.ToArray();

            // Animations
            //ExportBoneAnimation(babylonBone, gltf, gltfNode);

            return(gltfNode);
        }
        private GLTFNode ExportAbstractMesh(BabylonAbstractMesh babylonAbstractMesh, GLTF gltf, GLTFNode gltfParentNode)
        {
            RaiseMessage("GLTFExporter.AbstractMesh | Export abstract mesh named: " + babylonAbstractMesh.name, 1);

            // Node
            var gltfNode = new GLTFNode();

            gltfNode.name  = babylonAbstractMesh.name;
            gltfNode.index = gltf.NodesList.Count;
            gltf.NodesList.Add(gltfNode);

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as child to " + gltfParentNode.name, 2);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as root node to scene", 2);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            gltfNode.translation = babylonAbstractMesh.position;
            // TODO - Choose between this method and the extra root node
            // Switch from left to right handed coordinate system
            //gltfNode.translation[0] *= -1;
            if (babylonAbstractMesh.rotationQuaternion != null)
            {
                gltfNode.rotation = babylonAbstractMesh.rotationQuaternion;
            }
            else
            {
                // Convert rotation vector to quaternion
                BabylonVector3 rotationVector3 = new BabylonVector3
                {
                    X = babylonAbstractMesh.rotation[0],
                    Y = babylonAbstractMesh.rotation[1],
                    Z = babylonAbstractMesh.rotation[2]
                };
                gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
            }
            gltfNode.scale = babylonAbstractMesh.scaling;

            // Mesh
            var gltfMesh = gltf.MeshesList.Find(_gltfMesh => _gltfMesh.idGroupInstance == babylonAbstractMesh.idGroupInstance);

            if (gltfMesh != null)
            {
                gltfNode.mesh = gltfMesh.index;
            }

            return(gltfNode);
        }
Пример #11
0
        private BabylonMatrix _removeScale(BabylonMatrix boneWorldMatrix)
        {
            var translation = new BabylonVector3();
            var rotation    = new BabylonQuaternion();
            var scale       = new BabylonVector3();

            boneWorldMatrix.decompose(scale, rotation, translation);
            scale.X = 1;
            scale.Y = 1;
            scale.Z = 1;
            return(BabylonMatrix.Compose(scale, rotation, translation));
        }
Пример #12
0
        /**
         * Computes a texture transform matrix with a pre-transformation
         */
        public static BabylonMatrix ComputeTextureTransformMatrix(BabylonVector3 pivotCenter, BabylonVector3 offset, BabylonQuaternion rotation, BabylonVector3 scale)
        {
            var dOffset   = new BabylonVector3();
            var dRotation = new BabylonQuaternion();
            var dScale    = new BabylonVector3();

            offset.X *= scale.X;
            offset.Y *= scale.Y;
            offset.Z *= 0;

            var transformMatrix = BabylonMatrix.Translation(new BabylonVector3(-pivotCenter.X, -pivotCenter.Y, 0)).multiply(BabylonMatrix.Compose(scale, rotation, offset)).multiply(BabylonMatrix.Translation(pivotCenter));

            return(transformMatrix);
        }
Пример #13
0
        private void printMatrix(string name, BabylonMatrix matrix)
        {
            // Decompose matrix into TRS
            var translation  = new BabylonVector3();
            var rotationQuat = new BabylonQuaternion();
            var scale        = new BabylonVector3();

            matrix.decompose(scale, rotationQuat, translation);
            var rotation = rotationQuat.toEulerAngles();

            rotation *= (float)(180 / Math.PI);

            var lvl = 3;

            RaiseWarning(name + ".translation=[" + translation.X + ", " + translation.Y + ", " + translation.Z + "]", lvl);
            RaiseWarning(name + ".rotation=[" + rotation.X + ", " + rotation.Y + ", " + rotation.Z + "]", lvl);
            RaiseWarning(name + ".scale=[" + scale.X + ", " + scale.Y + ", " + scale.Z + "]", lvl);
        }
Пример #14
0
        public void GenerateScalingAnimation(IIGameNode gameNode, List <BabylonAnimation> animations)
        {
            if (gameNode.IGameControl.IsAnimated(IGameControlType.Scale))
            {
                ExportVector3Animation("scaling", animations, key =>
                {
                    var localMatrix = gameNode.GetLocalTM(key);
                    var tm_babylon  = new BabylonMatrix();
                    tm_babylon.m    = localMatrix.ToArray();

                    var s_babylon = new BabylonVector3();
                    var q_babylon = new BabylonQuaternion();
                    var t_babylon = new BabylonVector3();

                    tm_babylon.decompose(s_babylon, q_babylon, t_babylon);

                    return(new[] { s_babylon.X, s_babylon.Y, s_babylon.Z });
                });
            }
        }
        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);
        }
Пример #16
0
        private BabylonNode ExportLight(IIGameScene scene, IIGameNode lightNode, BabylonScene babylonScene)
        {
            if (IsLightExportable(lightNode) == false)
            {
                return(null);
            }

            var gameLight    = lightNode.IGameObject.AsGameLight();
            var initialized  = gameLight.InitializeData;
            var babylonLight = new BabylonLight();

            RaiseMessage(lightNode.Name, 1);
            babylonLight.name = lightNode.Name;

            // Export the custom attributes of this light
            babylonLight.metadata = ExportExtraAttributes(lightNode, babylonScene);

            // To preserve the position/rotation and the hierarchy, we create a dummy that will contains as direct children the light and the light children
            // The light will have no children. The dummy will contains the position and rotation animations.
            bool        createDummy = lightNode.ChildCount > 0;
            BabylonNode dummy       = null;

            if (createDummy)
            {
                dummy                 = ExportDummy(scene, lightNode, babylonScene);
                dummy.name            = "_" + dummy.name + "_";
                babylonLight.id       = Guid.NewGuid().ToString();
                babylonLight.parentId = dummy.id;
                babylonLight.hasDummy = true;
            }
            else
            {
                babylonLight.id = lightNode.MaxNode.GetGuid().ToString();
                if (lightNode.NodeParent != null)
                {
                    babylonLight.parentId = lightNode.NodeParent.MaxNode.GetGuid().ToString();
                }
            }

            // Type
            var maxLight   = (lightNode.MaxNode.ObjectRef as ILightObject);
            var lightState = Loader.Global.LightState.Create();

            maxLight.EvalLightState(0, Tools.Forever, lightState);

            switch (lightState.Type)
            {
            case LightType.OmniLgt:
                babylonLight.type = 0;
                break;

            case LightType.SpotLgt:
                babylonLight.type     = 2;
                babylonLight.angle    = (float)(maxLight.GetFallsize(0, Tools.Forever) * Math.PI / 180.0f);
                babylonLight.exponent = 1;
                break;

            case LightType.DirectLgt:
                babylonLight.type = 1;
                break;

            case LightType.AmbientLgt:
                babylonLight.type        = 3;
                babylonLight.groundColor = new float[] { 0, 0, 0 };
                break;
            }


            // Shadows
            if (maxLight.ShadowMethod == 1)
            {
                if (lightState.Type == LightType.DirectLgt || lightState.Type == LightType.SpotLgt || lightState.Type == LightType.OmniLgt)
                {
                    ExportShadowGenerator(lightNode.MaxNode, babylonScene, babylonLight);
                }
                else
                {
                    RaiseWarning("Shadows maps are only supported for point, directional and spot lights", 2);
                }
            }

            // Position / rotation / scaling
            if (createDummy)
            {
                // The position is stored by the dummy parent and the default direction is downward and it is updated by the rotation of the parent dummy
                babylonLight.position  = new[] { 0f, 0f, 0f };
                babylonLight.direction = new[] { 0f, -1f, 0f };
            }
            else
            {
                exportTransform(babylonLight, lightNode);

                // Position
                var localMatrix = lightNode.GetLocalTM(0);
                var position    = localMatrix.Translation;

                // Direction
                var target = gameLight.LightTarget;
                if (target != null)
                {
                    var targetWm       = target.GetObjectTM(0);
                    var targetPosition = targetWm.Translation;

                    var direction = targetPosition.Subtract(position).Normalize;
                    babylonLight.direction = new[]   { direction.X, direction.Y, direction.Z };
                }
                else
                {
                    var vDir = Loader.Global.Point3.Create(0, -1, 0);
                    vDir = localMatrix.ExtractMatrix3().VectorTransform(vDir).Normalize;
                    babylonLight.direction = new[] { vDir.X, vDir.Y, vDir.Z };
                }
            }

            // The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
            // So we need the opposite direction
            if (babylonLight.type == 3)
            {
                var worldRotation            = lightNode.GetWorldTM(0).Rotation;
                BabylonQuaternion quaternion = new BabylonQuaternion(worldRotation.X, worldRotation.Y, worldRotation.Z, worldRotation.W);

                babylonLight.direction = quaternion.Rotate(new BabylonVector3(0f, 1f, 0f)).ToArray();
            }


            var maxScene = Loader.Core.RootNode;

            // Exclusion
            try
            {
                var inclusion          = maxLight.ExclList.TestFlag(1); //NT_INCLUDE
                var checkExclusionList = maxLight.ExclList.TestFlag(2); //NT_AFFECT_ILLUM

                if (checkExclusionList)
                {
                    var excllist = new List <string>();
                    var incllist = new List <string>();

                    foreach (var meshNode in maxScene.NodesListBySuperClass(SClass_ID.Geomobject))
                    {
#if MAX2017 || MAX2018 || MAX2019 || MAX2020
                        if (meshNode.CastShadows)
#else
                        if (meshNode.CastShadows == 1)
#endif
                        {
                            var inList = maxLight.ExclList.FindNode(meshNode) != -1;

                            if (inList)
                            {
                                if (inclusion)
                                {
                                    incllist.Add(meshNode.GetGuid().ToString());
                                }
                                else
                                {
                                    excllist.Add(meshNode.GetGuid().ToString());
                                }
                            }
                        }
                    }

                    babylonLight.includedOnlyMeshesIds = incllist.ToArray();
                    babylonLight.excludedMeshesIds     = excllist.ToArray();
                }
            }
            catch (Exception e)
            {
                RaiseMessage("Light exclusion not supported", 2);
            }

            // Other fields
            babylonLight.intensity = maxLight.GetIntensity(0, Tools.Forever);


            babylonLight.diffuse  = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 };
            babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 };


            if (maxLight.UseAtten)
            {
                babylonLight.range = maxLight.GetAtten(0, 3, Tools.Forever);
            }

            if (exportParameters.exportAnimations)
            {
                // Animations
                var animations = new List <BabylonAnimation>();

                if (createDummy)
                {
                    // Position and rotation animations are stored by the parent (the dummy). The direction result from the parent rotation except for the HemisphericLight.
                    if (babylonLight.type == 3)
                    {
                        BabylonVector3 direction = new BabylonVector3(0, 1, 0);
                        ExportVector3Animation("direction", animations, key =>
                        {
                            var worldRotation            = lightNode.GetWorldTM(key).Rotation;
                            BabylonQuaternion quaternion = new BabylonQuaternion(worldRotation.X, worldRotation.Y, worldRotation.Z, worldRotation.W);

                            return(quaternion.Rotate(direction).ToArray());
                        });
                    }
                }
                else
                {
                    GeneratePositionAnimation(lightNode, animations);

                    ExportVector3Animation("direction", animations, key =>
                    {
                        var localMatrixAnimDir = lightNode.GetLocalTM(key);

                        var positionLight = localMatrixAnimDir.Translation;
                        var lightTarget   = gameLight.LightTarget;
                        if (lightTarget != null)
                        {
                            var targetWm       = lightTarget.GetObjectTM(key);
                            var targetPosition = targetWm.Translation;

                            var direction = targetPosition.Subtract(positionLight).Normalize;
                            return(new[] { direction.X, direction.Y, direction.Z });
                        }
                        else
                        {
                            var vDir = Loader.Global.Point3.Create(0, -1, 0);
                            vDir     = localMatrixAnimDir.ExtractMatrix3().VectorTransform(vDir).Normalize;

                            // The HemisphericLight (type == 3) simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
                            // So we need the opposite direction
                            return(babylonLight.type != 3 ? new[] { vDir.X, vDir.Y, vDir.Z } : new[] { -vDir.X, -vDir.Y, -vDir.Z });
                        }
                    });

                    // Animation temporary stored for gltf but not exported for babylon
                    // TODO - Will cause an issue when externalizing the glTF export process
                    var extraAnimations = new List <BabylonAnimation>();
                    // Do not check if node rotation properties are animated
                    GenerateRotationAnimation(lightNode, extraAnimations, true);
                    babylonLight.extraAnimations = extraAnimations;
                }

                ExportFloatAnimation("intensity", animations, key => new[] { maxLight.GetIntensity(key, Tools.Forever) });

                ExportColor3Animation("diffuse", animations, key =>
                {
                    return(lightState.AffectDiffuse? maxLight.GetRGBColor(key, Tools.Forever).ToArray() : new float[] { 0, 0, 0 });
                });

                babylonLight.animations = animations.ToArray();

                if (lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimate"))
                {
                    babylonLight.autoAnimate     = true;
                    babylonLight.autoAnimateFrom = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_from");
                    babylonLight.autoAnimateTo   = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_to");
                    babylonLight.autoAnimateLoop = lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimateloop");
                }
            }

            babylonScene.LightsList.Add(babylonLight);

            return(createDummy ? dummy : babylonLight);
        }
        private IStdUVGen _exportUV(IStdUVGen uvGen, BabylonTexture babylonTexture)
        {
            switch (uvGen.GetCoordMapping(0))
            {
            case 1:     //MAP_SPHERICAL
                babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.SPHERICAL_MODE;
                break;

            case 2:     //MAP_PLANAR
                babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.PLANAR_MODE;
                break;

            default:
                babylonTexture.coordinatesMode = BabylonTexture.CoordinatesMode.EXPLICIT_MODE;
                break;
            }

            babylonTexture.coordinatesIndex = uvGen.MapChannel - 1;
            if (uvGen.MapChannel > 2)
            {
                RaiseWarning(string.Format("Unsupported map channel, Only channel 1 and 2 are supported."), 3);
            }

            babylonTexture.uOffset = uvGen.GetUOffs(0);
            babylonTexture.vOffset = -uvGen.GetVOffs(0);

            babylonTexture.uScale = uvGen.GetUScl(0);
            babylonTexture.vScale = uvGen.GetVScl(0);

            var offset          = new BabylonVector3(babylonTexture.uOffset, -babylonTexture.vOffset, 0);
            var scale           = new BabylonVector3(babylonTexture.uScale, babylonTexture.vScale, 1);
            var rotationEuler   = new BabylonVector3(uvGen.GetUAng(0), uvGen.GetVAng(0), uvGen.GetWAng(0));
            var rotation        = BabylonQuaternion.FromEulerAngles(rotationEuler.X, rotationEuler.Y, rotationEuler.Z);
            var pivotCenter     = new BabylonVector3(-0.5f, -0.5f, 0);
            var transformMatrix = MathUtilities.ComputeTextureTransformMatrix(pivotCenter, offset, rotation, scale);

            transformMatrix.decompose(scale, rotation, offset);
            var texTransformRotationEuler = rotation.toEulerAngles();

            babylonTexture.uOffset         = -offset.X;
            babylonTexture.vOffset         = -offset.Y;
            babylonTexture.uScale          = scale.X;
            babylonTexture.vScale          = -scale.Y;
            babylonTexture.uRotationCenter = 0.0f;
            babylonTexture.vRotationCenter = 0.0f;
            babylonTexture.invertY         = false;
            babylonTexture.uAng            = texTransformRotationEuler.X;
            babylonTexture.vAng            = texTransformRotationEuler.Y;
            babylonTexture.wAng            = texTransformRotationEuler.Z;

            if (Path.GetExtension(babylonTexture.name).ToLower() == ".dds")
            {
                babylonTexture.vScale *= -1; // Need to invert Y-axis for DDS texture
            }

            if (babylonTexture.wAng != 0f &&
                (babylonTexture.uScale != 1f || babylonTexture.vScale != 1f) &&
                (Math.Abs(babylonTexture.uScale) - Math.Abs(babylonTexture.vScale)) > float.Epsilon)
            {
                RaiseWarning("Rotation and non-uniform tiling (scale) on a texture is not supported as it will cause texture shearing. You can use the map UV of the mesh for those transformations.", 3);
            }


            babylonTexture.wrapU = BabylonTexture.AddressMode.CLAMP_ADDRESSMODE; // CLAMP
            if ((uvGen.TextureTiling & 1) != 0)                                  // WRAP
            {
                babylonTexture.wrapU = BabylonTexture.AddressMode.WRAP_ADDRESSMODE;
            }
            else if ((uvGen.TextureTiling & 4) != 0) // MIRROR
            {
                babylonTexture.wrapU = BabylonTexture.AddressMode.MIRROR_ADDRESSMODE;
            }

            babylonTexture.wrapV = BabylonTexture.AddressMode.CLAMP_ADDRESSMODE; // CLAMP
            if ((uvGen.TextureTiling & 2) != 0)                                  // WRAP
            {
                babylonTexture.wrapV = BabylonTexture.AddressMode.WRAP_ADDRESSMODE;
            }
            else if ((uvGen.TextureTiling & 8) != 0) // MIRROR
            {
                babylonTexture.wrapV = BabylonTexture.AddressMode.MIRROR_ADDRESSMODE;
            }

            return(uvGen);
        }
Пример #18
0
        private void ExportBoneAnimation(GLTFAnimation gltfAnimation, int startFrame, int endFrame, GLTF gltf, BabylonBone babylonBone, GLTFNode gltfNode)
        {
            var channelList = gltfAnimation.ChannelList;
            var samplerList = gltfAnimation.SamplerList;

            if (babylonBone.animation != null && babylonBone.animation.property == "_matrix")
            {
                RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonBone.name, 2);

                var babylonAnimation = babylonBone.animation;

                // Optimize animation
                var optimizeAnimations = !Loader.Core.RootNode.GetBoolProperty("babylonjs_donotoptimizeanimations"); // reverse negation for clarity
                if (optimizeAnimations)
                {
                    // Filter animation keys to only keep frames between start and end
                    List <BabylonAnimationKey> keysInRangeFull = babylonAnimation.keysFull.FindAll(babylonAnimationKey => babylonAnimationKey.frame >= startFrame && babylonAnimationKey.frame <= endFrame);

                    // Optimization process always keeps first and last frames
                    OptimizeAnimations(keysInRangeFull, false);

                    if (IsAnimationKeysRelevant(keysInRangeFull))
                    {
                        // From now, use optimized animation instead
                        // Override animation keys
                        babylonAnimation.keys = keysInRangeFull.ToArray();
                    }
                }

                // --- Input ---
                var accessorInput = _createAndPopulateInput(gltf, babylonAnimation, startFrame, endFrame);
                if (accessorInput == null)
                {
                    return;
                }

                // --- Output ---
                var paths = new string[] { "translation", "rotation", "scale" };
                var accessorOutputByPath = new Dictionary <string, GLTFAccessor>();

                foreach (string path in paths)
                {
                    GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf);
                    accessorOutputByPath.Add(path, accessorOutput);
                }

                // Populate accessors
                QuatCorrection quatCorr = new QuatCorrection(); // restart correction for each curve
                foreach (var babylonAnimationKey in babylonAnimation.keys)
                {
                    if (babylonAnimationKey.frame < startFrame)
                    {
                        continue;
                    }

                    if (babylonAnimationKey.frame > endFrame)
                    {
                        continue;
                    }

                    var matrix = new BabylonMatrix();
                    matrix.m = babylonAnimationKey.values;

                    var translationBabylon  = new BabylonVector3();
                    var rotationQuatBabylon = new BabylonQuaternion();
                    var scaleBabylon        = new BabylonVector3();
                    matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon);

                    translationBabylon.Z *= -1;
                    if (exportParameters.kuesaContQuats)
                    {
                        quatCorr.Quat       = rotationQuatBabylon;
                        rotationQuatBabylon = quatCorr.Quat;
                    }
                    rotationQuatBabylon.X *= -1;
                    rotationQuatBabylon.Y *= -1;

                    var outputValuesByPath = new Dictionary <string, float[]>();
                    outputValuesByPath.Add("translation", translationBabylon.ToArray());
                    outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray());
                    outputValuesByPath.Add("scale", scaleBabylon.ToArray());

                    // Store values as bytes
                    foreach (string path in paths)
                    {
                        var accessorOutput = accessorOutputByPath[path];
                        var outputValues   = outputValuesByPath[path];

                        foreach (var outputValue in outputValues)
                        {
                            accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue));
                        }
                        accessorOutput.count++;
                    }
                }
                ;

                foreach (string path in paths)
                {
                    var accessorOutput = accessorOutputByPath[path];

                    // Animation sampler
                    var gltfAnimationSampler = new GLTFAnimationSampler
                    {
                        input  = accessorInput.index,
                        output = accessorOutput.index
                    };
                    gltfAnimationSampler.index = samplerList.Count;
                    samplerList.Add(gltfAnimationSampler);

                    // Target
                    var gltfTarget = new GLTFChannelTarget
                    {
                        node = gltfNode.index
                    };
                    gltfTarget.path = path;

                    // Channel
                    var gltfChannel = new GLTFChannel
                    {
                        sampler = gltfAnimationSampler.index,
                        target  = gltfTarget
                    };
                    channelList.Add(gltfChannel);
                }
            }
        }
Пример #19
0
        int CreateGlobalVertex(IIGameNode meshNode, IIGameMesh mesh, BabylonAbstractMesh babylonAbstractMesh, IMatrix3 invertedWorldMatrix, IFaceEx face, int facePart, List <GlobalVertex> vertices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List <GlobalVertex>[] verticesAlreadyExported, IIGameSkin skin, List <int> boneIds)
        {
            var vertexIndex = (int)face.Vert[facePart];

            // Position can by retreived in world space or object space
            // Unfortunately, this value can't be retreived in local space
            var vertex = new GlobalVertex
            {
                BaseIndex = vertexIndex,
                Position  = mesh.GetVertex(vertexIndex, false),             // world space
                Normal    = mesh.GetNormal((int)face.Norm[facePart], false) // world space
            };

            if (exportParameters.exportTangents)
            {
                int     indexTangentBinormal = mesh.GetFaceVertexTangentBinormal(face.MeshFaceIndex, facePart, 1);
                IPoint3 normal    = vertex.Normal.Normalize;
                IPoint3 tangent   = mesh.GetTangent(indexTangentBinormal, 1).Normalize;
                IPoint3 bitangent = mesh.GetBinormal(indexTangentBinormal, 1).Normalize;
                int     w         = GetW(normal, tangent, bitangent);
                vertex.Tangent = new float[] { tangent.X, tangent.Y, tangent.Z, w };
            }

            // Convert position and normal to local space
            vertex.Position = invertedWorldMatrix.PointTransform(vertex.Position);

            vertex.Normal = invertedWorldMatrix.VectorTransform(vertex.Normal);
            // 1. scale normals with node scales
            var nodeScaling = BabylonVector3.FromArray(babylonAbstractMesh.scaling);

            vertex.Normal = vertex.Normal.Multiply(Loader.Global.Point3.Create(Math.Abs(nodeScaling.X), Math.Abs(nodeScaling.Y), Math.Abs(nodeScaling.Z)));

            // 2. scale normals with objectOffsetScales (unrotate by objectOffsetRot, then scale, then rotate again)
            // note: LH coordinate system => flip y and z
            var objOffsetScale          = Loader.Global.Point3.Create(meshNode.MaxNode.ObjOffsetScale.S);
            var scaleX                  = Math.Abs(objOffsetScale.X);
            var scaleY                  = Math.Abs(objOffsetScale.Y);
            var scaleZ                  = Math.Abs(objOffsetScale.Z);
            var objOffsetScaleFlipYZInv = Loader.Global.Point3.Create(1 / scaleX, 1 / scaleZ, 1 / scaleY);

            var objOffsetQuat = meshNode.MaxNode.ObjOffsetRot;
            var qFlippedYZ    = objOffsetQuat;
            var tmpSwap       = objOffsetQuat.Y;

            qFlippedYZ.Y = objOffsetQuat.Z;
            qFlippedYZ.Z = tmpSwap;

            var nUnrotated       = RotateVectorByQuaternion(vertex.Normal, qFlippedYZ);
            var nUnrotatedScaled = nUnrotated.Multiply(objOffsetScaleFlipYZInv);

            nUnrotatedScaled = nUnrotatedScaled.Normalize;
            var nRerotatedScaled = RotateVectorByQuaternion(nUnrotatedScaled, qFlippedYZ.Conjugate);

            vertex.Normal = nRerotatedScaled;

            if (hasUV)
            {
                var indices = new int[3];
                unsafe
                {
                    fixed(int *indicesPtr = indices)
                    {
                        mesh.GetMapFaceIndex(1, face.MeshFaceIndex, new IntPtr(indicesPtr));
                    }
                }
                var texCoord = mesh.GetMapVertex(1, indices[facePart]);
                vertex.UV = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
            }

            if (hasUV2)
            {
                var indices = new int[3];
                unsafe
                {
                    fixed(int *indicesPtr = indices)
                    {
                        mesh.GetMapFaceIndex(2, face.MeshFaceIndex, new IntPtr(indicesPtr));
                    }
                }
                var texCoord = mesh.GetMapVertex(2, indices[facePart]);
                vertex.UV2 = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
            }

            if (hasColor)
            {
                var   vertexColorIndex = (int)face.Color[facePart];
                var   vertexColor      = mesh.GetColorVertex(vertexColorIndex);
                float alpha            = 1;
                if (hasAlpha)
                {
                    var indices = new int[3];
                    unsafe
                    {
                        fixed(int *indicesPtr = indices)
                        {
                            mesh.GetMapFaceIndex(-2, face.MeshFaceIndex, new IntPtr(indicesPtr));
                        }
                    }
                    var color = mesh.GetMapVertex(-2, indices[facePart]);

                    alpha = color.X;
                }

                vertex.Color = new[] { vertexColor.X, vertexColor.Y, vertexColor.Z, alpha };
            }

            if (skin != null)
            {
                float[] weight = new float[4] {
                    0, 0, 0, 0
                };
                int[] bone = new int[4] {
                    bonesCount, bonesCount, bonesCount, bonesCount
                };
                var nbBones = skin.GetNumberOfBones(vertexIndex);

                int currentVtxBone  = 0;
                int currentSkinBone = 0;

                // process skin bones until we have 4 bones for this vertex or we run out of skin bones
                for (currentSkinBone = 0; currentSkinBone < nbBones && currentVtxBone < 4; ++currentSkinBone)
                {
                    float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone);
                    if (boneWeight <= 0)
                    {
                        continue;
                    }

                    bone[currentVtxBone]   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, currentSkinBone).NodeID);
                    weight[currentVtxBone] = skin.GetWeight(vertexIndex, currentSkinBone);
                    ++currentVtxBone;
                }

                // if we didnt have any bones with a weight > 0
                if (currentVtxBone == 0)
                {
                    weight[0] = 1.0f;
                    bone[0]   = bonesCount;
                }

                vertex.Weights      = Loader.Global.Point4.Create(weight);
                vertex.BonesIndices = (bone[3] << 24) | (bone[2] << 16) | (bone[1] << 8) | bone[0];

                if (currentVtxBone >= 4 && currentSkinBone < nbBones)
                {
                    weight = new float[4] {
                        0, 0, 0, 0
                    };
                    bone = new int[4] {
                        bonesCount, bonesCount, bonesCount, bonesCount
                    };

                    // process remaining skin bones until we have a total of 8 bones for this vertex or we run out of skin bones
                    for (; currentSkinBone < nbBones && currentVtxBone < 8; ++currentSkinBone)
                    {
                        float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone);
                        if (boneWeight <= 0)
                        {
                            continue;
                        }

                        if (isGltfExported)
                        {
                            RaiseError("Too many bone influences per vertex for vertexIndex: " + vertexIndex + ". glTF only supports up to 4 bone influences per vertex.", 2);
                            break;
                        }

                        bone[currentVtxBone - 4]   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, currentSkinBone).NodeID);
                        weight[currentVtxBone - 4] = skin.GetWeight(vertexIndex, currentSkinBone);
                        ++currentVtxBone;
                    }

                    // if we have any extra bone weights
                    if (currentVtxBone > 4)
                    {
                        vertex.WeightsExtra      = Loader.Global.Point4.Create(weight);
                        vertex.BonesIndicesExtra = (bone[3] << 24) | (bone[2] << 16) | (bone[1] << 8) | bone[0];

                        if (currentSkinBone < nbBones)
                        {
                            // if we have more skin bones left, this means we have used up all our bones for this vertex
                            // check if any of the remaining bones has a weight > 0
                            for (; currentSkinBone < nbBones; ++currentSkinBone)
                            {
                                float boneWeight = skin.GetWeight(vertexIndex, currentSkinBone);
                                if (boneWeight <= 0)
                                {
                                    continue;
                                }
                                RaiseError("Too many bone influences per vertex for vertexIndex: " + vertexIndex + ". Babylon.js only supports up to 8 bone influences per vertex.", 2);
                                break;
                            }
                        }
                    }
                }
            }

            if (verticesAlreadyExported != null)
            {
                if (verticesAlreadyExported[vertexIndex] != null)
                {
                    var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex);

                    if (index > -1)
                    {
                        return(verticesAlreadyExported[vertexIndex][index].CurrentIndex);
                    }
                }
                else
                {
                    verticesAlreadyExported[vertexIndex] = new List <GlobalVertex>();
                }

                vertex.CurrentIndex = vertices.Count;
                verticesAlreadyExported[vertexIndex].Add(vertex);
            }

            vertices.Add(vertex);

            return(vertices.Count - 1);
        }
Пример #20
0
        /// <summary>
        /// Get TRS and visiblity animations of the transform
        /// </summary>
        /// <param name="transform">Transform above mesh/camera/light</param>
        /// <returns></returns>
        private List <BabylonAnimation> GetAnimation(MFnTransform transform)
        {
            // Animations
            MPlugArray   connections  = new MPlugArray();
            MStringArray animCurvList = new MStringArray();
            MIntArray    keysTime     = new MIntArray();
            MDoubleArray keysValue    = new MDoubleArray();

            MFloatArray translateValues  = new MFloatArray();
            MFloatArray rotateValues     = new MFloatArray();
            MFloatArray scaleValues      = new MFloatArray();
            MFloatArray visibilityValues = new MFloatArray();
            MFloatArray keyTimes         = new MFloatArray();

            List <BabylonAnimationKey> keys             = new List <BabylonAnimationKey>();
            List <BabylonAnimation>    animationsObject = new List <BabylonAnimation>();

            //Get the animCurve
            MGlobal.executeCommand("listConnections -type \"animCurve\" " + transform.fullPathName + ";", animCurvList);

            List <AnimCurvData> animCurvesData = new List <AnimCurvData>();

            foreach (String animCurv in animCurvList)
            {
                AnimCurvData animCurvData = new AnimCurvData();
                animCurvesData.Add(animCurvData);

                animCurvData.animCurv = animCurv;

                //Get the key time for each curves
                MGlobal.executeCommand("keyframe -q " + animCurv + ";", keysTime);

                //Get the value for each curves
                MGlobal.executeCommand("keyframe - q -vc -absolute " + animCurv + ";", keysValue);

                if (animCurv.EndsWith("translateZ") || animCurv.EndsWith("rotateX") || animCurv.EndsWith("rotateY"))
                {
                    for (int index = 0; index < keysTime.Count; index++)
                    {
                        // Switch coordinate system at object level
                        animCurvData.valuePerFrame.Add(keysTime[index], (float)keysValue[index] * -1.0f);
                    }
                }
                else
                {
                    for (int index = 0; index < keysTime.Count; index++)
                    {
                        animCurvData.valuePerFrame.Add(keysTime[index], (float)keysValue[index]);
                    }
                }
            }

            string[] mayaAnimationProperties    = new string[] { "translate", "rotate", "scale" };
            string[] babylonAnimationProperties = new string[] { "position", "rotationQuaternion", "scaling" };
            string[] axis = new string[] { "X", "Y", "Z" };

            // Init TRS default values
            Dictionary <string, float> defaultValues = new Dictionary <string, float>();

            float[] position           = null;
            float[] rotationQuaternion = null;
            float[] rotation           = null;
            float[] scaling            = null;
            GetTransform(transform, ref position, ref rotationQuaternion, ref rotation, ref scaling); // coordinate system already switched
            defaultValues.Add("translateX", position[0]);
            defaultValues.Add("translateY", position[1]);
            defaultValues.Add("translateZ", position[2]);
            defaultValues.Add("rotateX", rotation[0]);
            defaultValues.Add("rotateY", rotation[1]);
            defaultValues.Add("rotateZ", rotation[2]);
            defaultValues.Add("scaleX", scaling[0]);
            defaultValues.Add("scaleY", scaling[1]);
            defaultValues.Add("scaleZ", scaling[2]);

            for (int indexAnimationProperty = 0; indexAnimationProperty < mayaAnimationProperties.Length; indexAnimationProperty++)
            {
                string mayaAnimationProperty = mayaAnimationProperties[indexAnimationProperty];

                // Retreive animation curves data for current animation property
                // Ex: all "translate" data are "translateX", "translateY", "translateZ"
                List <AnimCurvData> animDataProperty = animCurvesData.Where(data => data.animCurv.Contains(mayaAnimationProperty)).ToList();

                if (animDataProperty.Count == 0)
                {
                    // Property is not animated
                    continue;
                }

                // Get all frames for this property
                List <int> framesProperty = new List <int>();
                foreach (var animData in animDataProperty)
                {
                    framesProperty.AddRange(animData.valuePerFrame.Keys);
                }
                framesProperty = framesProperty.Distinct().ToList();
                framesProperty.Sort();

                // Get default values for this property
                BabylonAnimationKey lastBabylonAnimationKey = new BabylonAnimationKey();
                lastBabylonAnimationKey.frame  = 0;
                lastBabylonAnimationKey.values = new float[] { defaultValues[mayaAnimationProperty + "X"], defaultValues[mayaAnimationProperty + "Y"], defaultValues[mayaAnimationProperty + "Z"] };

                // Compute all values for this property
                List <BabylonAnimationKey> babylonAnimationKeys = new List <BabylonAnimationKey>();
                foreach (var frameProperty in framesProperty)
                {
                    BabylonAnimationKey babylonAnimationKey = new BabylonAnimationKey();
                    babylonAnimationKeys.Add(babylonAnimationKey);

                    // Frame
                    babylonAnimationKey.frame = frameProperty;

                    // Values
                    float[] valuesProperty = new float[3];
                    for (int indexAxis = 0; indexAxis < axis.Length; indexAxis++)
                    {
                        AnimCurvData animCurvDataAxis = animDataProperty.Find(data => data.animCurv.EndsWith(axis[indexAxis]));

                        float value;
                        if (animCurvDataAxis != null && animCurvDataAxis.valuePerFrame.ContainsKey(frameProperty))
                        {
                            value = animCurvDataAxis.valuePerFrame[frameProperty];
                        }
                        else
                        {
                            value = lastBabylonAnimationKey.values[indexAxis];
                        }
                        valuesProperty[indexAxis] = value;
                    }
                    babylonAnimationKey.values = valuesProperty.ToArray();

                    // Update last known values
                    lastBabylonAnimationKey = babylonAnimationKey;
                }

                // Convert euler to quaternion angles
                if (indexAnimationProperty == 1) // Rotation
                {
                    foreach (var babylonAnimationKey in babylonAnimationKeys)
                    {
                        BabylonVector3    eulerAngles      = BabylonVector3.FromArray(babylonAnimationKey.values);
                        BabylonQuaternion quaternionAngles = eulerAngles.toQuaternion();
                        babylonAnimationKey.values = quaternionAngles.ToArray();
                    }
                }

                var keysFull = new List <BabylonAnimationKey>(babylonAnimationKeys);

                // Optimization
                OptimizeAnimations(babylonAnimationKeys, true);

                // Ensure animation has at least 2 frames
                if (IsAnimationKeysRelevant(keys))
                {
                    // Create BabylonAnimation
                    string babylonAnimationProperty = babylonAnimationProperties[indexAnimationProperty];
                    animationsObject.Add(new BabylonAnimation()
                    {
                        dataType       = indexAnimationProperty == 1 ? (int)BabylonAnimation.DataType.Quaternion : (int)BabylonAnimation.DataType.Vector3,
                        name           = babylonAnimationProperty + " animation",
                        framePerSecond = 30,
                        loopBehavior   = (int)BabylonAnimation.LoopBehavior.Cycle,
                        property       = babylonAnimationProperty,
                        keys           = babylonAnimationKeys.ToArray(),
                        keysFull       = keysFull
                    });
                }
            }

            return(animationsObject);
        }
Пример #21
0
        /// <summary>
        /// Create a gltf node from the babylon node.
        /// </summary>
        /// <param name="babylonNode"></param>
        /// <param name="gltf"></param>
        /// <param name="babylonScene"></param>
        /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param>
        /// <returns>The gltf node created.</returns>
        private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode)
        {
            RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1);
            GLTFNode gltfNode = null;
            var      type     = babylonNode.GetType();

            var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id));

            if (nodeNodePair.Key != null)
            {
                return(nodeNodePair.Value);
            }

            var boneNodePair = boneToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id));

            if (boneNodePair.Key != null)
            {
                return(boneNodePair.Value);
            }

            // Node
            gltfNode = new GLTFNode
            {
                name  = GetUniqueNodeName(babylonNode.name),
                index = gltf.NodesList.Count
            };
            gltf.NodesList.Add(gltfNode);                 // add the node to the gltf list
            nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            // Position
            gltfNode.translation = babylonNode.position;

            // Rotation
            if (type == typeof(BabylonAbstractMesh) || type.IsSubclassOf(typeof(BabylonAbstractMesh)) || type == typeof(BabylonCamera))
            {
                if (babylonNode.rotationQuaternion != null)
                {
                    gltfNode.rotation = babylonNode.rotationQuaternion;
                }
                else
                {
                    // Convert rotation vector to quaternion
                    BabylonVector3 rotationVector3 = new BabylonVector3
                    {
                        X = babylonNode.rotation[0],
                        Y = babylonNode.rotation[1],
                        Z = babylonNode.rotation[2]
                    };
                    gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
                }
            }
            else // Light
            {
                gltfNode.rotation = new float[4] {
                    0, 0, 0, 1
                };
            }

            // Scale
            if (type == typeof(BabylonAbstractMesh) || type.IsSubclassOf(typeof(BabylonAbstractMesh)))
            {
                gltfNode.scale = babylonNode.scaling;
            }
            else // Camera and light
            {
                gltfNode.scale = new float[3] {
                    1, 1, 1
                };
            }

            // Switch coordinate system at object level
            gltfNode.translation[2] *= -1;
            gltfNode.rotation[0]    *= -1;
            gltfNode.rotation[1]    *= -1;

            return(gltfNode);
        }
        private GLTFNode ExportAbstractMesh(BabylonAbstractMesh babylonAbstractMesh, GLTF gltf, GLTFNode gltfParentNode, BabylonScene babylonScene)
        {
            RaiseMessage("GLTFExporter.AbstractMesh | Export abstract mesh named: " + babylonAbstractMesh.name, 1);

            // Node
            var gltfNode = new GLTFNode();

            gltfNode.name  = babylonAbstractMesh.name;
            gltfNode.index = gltf.NodesList.Count;
            gltf.NodesList.Add(gltfNode);

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as child to " + gltfParentNode.name, 2);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.AbstractMesh | Add " + babylonAbstractMesh.name + " as root node to scene", 2);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            gltfNode.translation = babylonAbstractMesh.position;
            if (babylonAbstractMesh.rotationQuaternion != null)
            {
                gltfNode.rotation = babylonAbstractMesh.rotationQuaternion;
            }
            else
            {
                // Convert rotation vector to quaternion
                BabylonVector3 rotationVector3 = new BabylonVector3
                {
                    X = babylonAbstractMesh.rotation[0],
                    Y = babylonAbstractMesh.rotation[1],
                    Z = babylonAbstractMesh.rotation[2]
                };
                gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
            }
            gltfNode.scale = babylonAbstractMesh.scaling;

            // Switch coordinate system at object level
            gltfNode.translation[2] *= -1;
            gltfNode.rotation[0]    *= -1;
            gltfNode.rotation[1]    *= -1;

            // Mesh
            var gltfMesh = gltf.MeshesList.Find(_gltfMesh => _gltfMesh.idGroupInstance == babylonAbstractMesh.idGroupInstance);

            if (gltfMesh != null)
            {
                gltfNode.mesh = gltfMesh.index;

                // Skin
                if (gltfMesh.idBabylonSkeleton.HasValue)
                {
                    var babylonSkeleton = babylonScene.skeletons[gltfMesh.idBabylonSkeleton.Value];
                    // Export a new skeleton if necessary and a new skin
                    var gltfSkin = ExportSkin(babylonSkeleton, gltf, gltfNode);
                    gltfNode.skin = gltfSkin.index;
                }
            }

            // Animations
            ExportNodeAnimation(babylonAbstractMesh, gltf, gltfNode, babylonScene);

            return(gltfNode);
        }
Пример #23
0
        int CreateGlobalVertex(IIGameNode meshNode, IIGameMesh mesh, BabylonAbstractMesh babylonAbstractMesh, IMatrix3 invertedWorldMatrix, IFaceEx face, int facePart, List <GlobalVertex> vertices, bool hasUV, bool hasUV2, bool hasColor, bool hasAlpha, List <GlobalVertex>[] verticesAlreadyExported, IIGameSkin skin, List <int> boneIds)
        {
            var vertexIndex = (int)face.Vert[facePart];

            // Position can by retreived in world space or object space
            // Unfortunately, this value can't be retreived in local space
            var vertex = new GlobalVertex
            {
                BaseIndex = vertexIndex,
                Position  = mesh.GetVertex(vertexIndex, false),             // world space
                Normal    = mesh.GetNormal((int)face.Norm[facePart], false) // world space
            };

            if (exportParameters.exportTangents)
            {
                int     indexTangentBinormal = mesh.GetFaceVertexTangentBinormal(face.MeshFaceIndex, facePart, 1);
                IPoint3 normal    = vertex.Normal.Normalize;
                IPoint3 tangent   = mesh.GetTangent(indexTangentBinormal, 1).Normalize;
                IPoint3 bitangent = mesh.GetBinormal(indexTangentBinormal, 1).Normalize;
                int     w         = GetW(normal, tangent, bitangent);
                vertex.Tangent = new float[] { tangent.X, tangent.Y, tangent.Z, w };
            }

            // Convert position and normal to local space
            vertex.Position = invertedWorldMatrix.PointTransform(vertex.Position);

            vertex.Normal = invertedWorldMatrix.VectorTransform(vertex.Normal);
            // 1. scale normals with node scales
            var nodeScaling = BabylonVector3.FromArray(babylonAbstractMesh.scaling);

            vertex.Normal = vertex.Normal.Multiply(Loader.Global.Point3.Create(Math.Abs(nodeScaling.X), Math.Abs(nodeScaling.Y), Math.Abs(nodeScaling.Z)));

            // 2. scale normals with objectOffsetScales (unrotate by objectOffsetRot, then scale, then rotate again)
            // note: LH coordinate system => flip y and z
            var objOffsetScale          = Loader.Global.Point3.Create(meshNode.MaxNode.ObjOffsetScale.S);
            var scaleX                  = Math.Abs(objOffsetScale.X);
            var scaleY                  = Math.Abs(objOffsetScale.Y);
            var scaleZ                  = Math.Abs(objOffsetScale.Z);
            var objOffsetScaleFlipYZInv = Loader.Global.Point3.Create(1 / scaleX, 1 / scaleZ, 1 / scaleY);

            var objOffsetQuat = meshNode.MaxNode.ObjOffsetRot;
            var qFlippedYZ    = objOffsetQuat;
            var tmpSwap       = objOffsetQuat.Y;

            qFlippedYZ.Y = objOffsetQuat.Z;
            qFlippedYZ.Z = tmpSwap;

            var nUnrotated       = RotateVectorByQuaternion(vertex.Normal, qFlippedYZ);
            var nUnrotatedScaled = nUnrotated.Multiply(objOffsetScaleFlipYZInv);

            nUnrotatedScaled = nUnrotatedScaled.Normalize;
            var nRerotatedScaled = RotateVectorByQuaternion(nUnrotatedScaled, qFlippedYZ.Conjugate);

            vertex.Normal = nRerotatedScaled;

            if (hasUV)
            {
                var indices = new int[3];
                unsafe
                {
                    fixed(int *indicesPtr = indices)
                    {
                        mesh.GetMapFaceIndex(1, face.MeshFaceIndex, new IntPtr(indicesPtr));
                    }
                }
                var texCoord = mesh.GetMapVertex(1, indices[facePart]);
                vertex.UV = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
            }

            if (hasUV2)
            {
                var indices = new int[3];
                unsafe
                {
                    fixed(int *indicesPtr = indices)
                    {
                        mesh.GetMapFaceIndex(2, face.MeshFaceIndex, new IntPtr(indicesPtr));
                    }
                }
                var texCoord = mesh.GetMapVertex(2, indices[facePart]);
                vertex.UV2 = Loader.Global.Point2.Create(texCoord.X, -texCoord.Y);
            }

            if (hasColor)
            {
                var   vertexColorIndex = (int)face.Color[facePart];
                var   vertexColor      = mesh.GetColorVertex(vertexColorIndex);
                float alpha            = 1;
                if (hasAlpha)
                {
                    var indices = new int[3];
                    unsafe
                    {
                        fixed(int *indicesPtr = indices)
                        {
                            mesh.GetMapFaceIndex(-2, face.MeshFaceIndex, new IntPtr(indicesPtr));
                        }
                    }
                    var color = mesh.GetMapVertex(-2, indices[facePart]);

                    alpha = color.X;
                }

                vertex.Color = new[] { vertexColor.X, vertexColor.Y, vertexColor.Z, alpha };
            }

            if (skin != null)
            {
                float weight0 = 0;
                float weight1 = 0;
                float weight2 = 0;
                float weight3 = 0;
                int   bone0   = bonesCount;
                int   bone1   = bonesCount;
                int   bone2   = bonesCount;
                int   bone3   = bonesCount;
                var   nbBones = skin.GetNumberOfBones(vertexIndex);

                if (nbBones > 0)
                {
                    bone0   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 0).NodeID);
                    weight0 = skin.GetWeight(vertexIndex, 0);
                }

                if (nbBones > 1)
                {
                    bone1   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 1).NodeID);
                    weight1 = skin.GetWeight(vertexIndex, 1);
                }

                if (nbBones > 2)
                {
                    bone2   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 2).NodeID);
                    weight2 = skin.GetWeight(vertexIndex, 2);
                }

                if (nbBones > 3)
                {
                    bone3   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 3).NodeID);
                    weight3 = skin.GetWeight(vertexIndex, 3);
                }

                if (nbBones == 0)
                {
                    weight0 = 1.0f;
                    bone0   = bonesCount;
                }

                vertex.Weights      = Loader.Global.Point4.Create(weight0, weight1, weight2, weight3);
                vertex.BonesIndices = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0;

                if (nbBones > 4)
                {
                    bone0   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 4).NodeID);
                    weight0 = skin.GetWeight(vertexIndex, 4);

                    weight1 = 0;
                    weight2 = 0;
                    weight3 = 0;

                    if (nbBones > 5)
                    {
                        bone1   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 5).NodeID);
                        weight1 = skin.GetWeight(vertexIndex, 5);
                    }

                    if (nbBones > 6)
                    {
                        bone2   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 6).NodeID);
                        weight2 = skin.GetWeight(vertexIndex, 6);
                    }

                    if (nbBones > 7)
                    {
                        bone3   = boneIds.IndexOf(skin.GetIGameBone(vertexIndex, 7).NodeID);
                        weight3 = skin.GetWeight(vertexIndex, 7);
                    }

                    vertex.WeightsExtra      = Loader.Global.Point4.Create(weight0, weight1, weight2, weight3);
                    vertex.BonesIndicesExtra = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0;

                    if (nbBones > 8)
                    {
                        RaiseError("Too many bones influences per vertex: " + nbBones + ". Babylon.js only support 8 bones influences per vertex.", 2);
                    }
                }
            }

            if (verticesAlreadyExported != null)
            {
                if (verticesAlreadyExported[vertexIndex] != null)
                {
                    var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex);

                    if (index > -1)
                    {
                        return(verticesAlreadyExported[vertexIndex][index].CurrentIndex);
                    }
                }
                else
                {
                    verticesAlreadyExported[vertexIndex] = new List <GlobalVertex>();
                }

                vertex.CurrentIndex = vertices.Count;
                verticesAlreadyExported[vertexIndex].Add(vertex);
            }

            vertices.Add(vertex);

            return(vertices.Count - 1);
        }
        private GLTFNode ExportMesh(BabylonMesh babylonMesh, GLTF gltf, GLTFNode gltfParentNode, BabylonScene babylonScene)
        {
            RaiseMessage("GLTFExporter.Mesh | Export mesh named: " + babylonMesh.name, 1);

            // --------------------------
            // ---------- Node ----------
            // --------------------------

            RaiseMessage("GLTFExporter.Mesh | Node", 2);
            // Node
            var gltfNode = new GLTFNode();

            gltfNode.name  = babylonMesh.name;
            gltfNode.index = gltf.NodesList.Count;
            gltf.NodesList.Add(gltfNode);

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as child to " + gltfParentNode.name, 3);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.Mesh | Add " + babylonMesh.name + " as root node to scene", 3);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            gltfNode.translation = babylonMesh.position;
            // TODO - Choose between this method and the extra root node
            // Switch from left to right handed coordinate system
            //gltfNode.translation[0] *= -1;
            if (babylonMesh.rotationQuaternion != null)
            {
                gltfNode.rotation = babylonMesh.rotationQuaternion;
            }
            else
            {
                // Convert rotation vector to quaternion
                BabylonVector3 rotationVector3 = new BabylonVector3
                {
                    X = babylonMesh.rotation[0],
                    Y = babylonMesh.rotation[1],
                    Z = babylonMesh.rotation[2]
                };
                gltfNode.rotation = rotationVector3.toQuaternionGltf().ToArray();
            }
            gltfNode.scale = babylonMesh.scaling;


            // --------------------------
            // --- Mesh from babylon ----
            // --------------------------

            if (babylonMesh.positions == null)
            {
                RaiseMessage("GLTFExporter.Mesh | Mesh is a dummy", 2);
                return(gltfNode);
            }

            RaiseMessage("GLTFExporter.Mesh | Mesh from babylon", 2);
            // Retreive general data from babylon mesh
            int  nbVertices = babylonMesh.positions.Length / 3;
            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;

            RaiseMessage("GLTFExporter.Mesh | nbVertices=" + nbVertices, 3);
            RaiseMessage("GLTFExporter.Mesh | hasUV=" + hasUV, 3);
            RaiseMessage("GLTFExporter.Mesh | hasUV2=" + hasUV2, 3);
            RaiseMessage("GLTFExporter.Mesh | hasColor=" + hasColor, 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 = createIPoint3(babylonMesh.positions, indexVertex);
                // Switch from left to right handed coordinate system
                //globalVertex.Position.X *= -1;
                globalVertex.Normal = createIPoint3(babylonMesh.normals, indexVertex);
                if (hasUV)
                {
                    globalVertex.UV = createIPoint2(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 = createIPoint2(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 = createIPoint4(babylonMesh.colors, indexVertex).ToArray();
                }

                globalVertices.Add(globalVertex);
            }

            // Retreive indices from babylon mesh
            List <ushort> babylonIndices = new List <ushort>();

            babylonIndices = babylonMesh.indices.ToList().ConvertAll(new Converter <int, ushort>(n => (ushort)n));
            // For triangle primitives in gltf, the front face has a counter-clockwise (CCW) winding order
            // Swap face side
            //for (int i = 0; i < babylonIndices.Count; i += 3)
            //{
            //    var tmp = babylonIndices[i];
            //    babylonIndices[i] = babylonIndices[i + 2];
            //    babylonIndices[i + 2] = tmp;
            //}


            // --------------------------
            // ------- 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);
            gltfNode.mesh     = gltfMesh.index;
            gltfMesh.gltfNode = gltfNode;

            // Buffer
            var buffer = new GLTFBuffer
            {
                uri = gltfMesh.name + ".bin"
            };

            buffer.index = gltf.BuffersList.Count;
            gltf.BuffersList.Add(buffer);

            // BufferView - Scalar
            var bufferViewScalar = new GLTFBufferView
            {
                name   = "bufferViewScalar",
                buffer = buffer.index,
                Buffer = buffer
            };

            bufferViewScalar.index = gltf.BufferViewsList.Count;
            gltf.BufferViewsList.Add(bufferViewScalar);

            // BufferView - Vector3
            var bufferViewFloatVec3 = new GLTFBufferView
            {
                name       = "bufferViewFloatVec3",
                buffer     = buffer.index,
                Buffer     = buffer,
                byteOffset = 0,
                byteStride = 12 // Field only defined for buffer views that contain vertex attributes. A vertex needs 3 * 4 bytes
            };

            bufferViewFloatVec3.index = gltf.BufferViewsList.Count;
            gltf.BufferViewsList.Add(bufferViewFloatVec3);

            // BufferView - Vector4
            GLTFBufferView bufferViewFloatVec4 = null;

            if (hasColor)
            {
                bufferViewFloatVec4 = new GLTFBufferView
                {
                    name       = "bufferViewFloatVec4",
                    buffer     = buffer.index,
                    Buffer     = buffer,
                    byteOffset = 0,
                    byteStride = 16 // Field only defined for buffer views that contain vertex attributes. A vertex needs 4 * 4 bytes
                };
                bufferViewFloatVec4.index = gltf.BufferViewsList.Count;
                gltf.BufferViewsList.Add(bufferViewFloatVec4);
            }

            // BufferView - Vector2
            GLTFBufferView bufferViewFloatVec2 = null;

            if (hasUV || hasUV2)
            {
                bufferViewFloatVec2 = new GLTFBufferView
                {
                    name       = "bufferViewFloatVec2",
                    buffer     = buffer.index,
                    Buffer     = buffer,
                    byteStride = 8 // Field only defined for buffer views that contain vertex attributes. A vertex needs 2 * 4 bytes
                };
                bufferViewFloatVec2.index = gltf.BufferViewsList.Count;
                gltf.BufferViewsList.Add(bufferViewFloatVec2);
            }

            // --------------------------
            // ---- glTF primitives -----
            // --------------------------

            RaiseMessage("GLTFExporter.Mesh | glTF primitives", 2);
            var meshPrimitives = new List <GLTFMeshPrimitive>();

            // Global vertices are sorted per submesh
            var globalVerticesSubMeshes = new List <List <GLTFGlobalVertex> >();

            // 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 gltfIndices = new List <ushort>();

            foreach (BabylonSubMesh babylonSubMesh in babylonMesh.subMeshes)
            {
                // --------------------------
                // ------ SubMesh data ------
                // --------------------------

                List <GLTFGlobalVertex> globalVerticesSubMesh = globalVertices.GetRange(babylonSubMesh.verticesStart, babylonSubMesh.verticesCount);
                globalVerticesSubMeshes.Add(globalVerticesSubMesh);

                List <ushort> _indices = babylonIndices.GetRange(babylonSubMesh.indexStart, babylonSubMesh.indexCount);
                // Indices of this submesh / primitive are updated to be 0-based
                var minIndiceValue = _indices.Min(); // Should be equal to babylonSubMesh.indexStart
                for (int indexIndice = 0; indexIndice < _indices.Count; indexIndice++)
                {
                    _indices[indexIndice] -= minIndiceValue;
                }
                gltfIndices.AddRange(_indices);

                // --------------------------
                // -- Init glTF primitive ---
                // --------------------------

                // MeshPrimitive
                var meshPrimitive = new GLTFMeshPrimitive
                {
                    attributes = new Dictionary <string, int>()
                };
                meshPrimitives.Add(meshPrimitive);

                // Accessor - Indices
                var accessorIndices = new GLTFAccessor
                {
                    name          = "accessorIndices",
                    bufferView    = bufferViewScalar.index,
                    BufferView    = bufferViewScalar,
                    componentType = GLTFAccessor.ComponentType.UNSIGNED_SHORT,
                    type          = GLTFAccessor.TypeEnum.SCALAR.ToString()
                };
                accessorIndices.index = gltf.AccessorsList.Count;
                gltf.AccessorsList.Add(accessorIndices);
                meshPrimitive.indices = accessorIndices.index;

                // Accessor - Positions
                var accessorPositions = new GLTFAccessor
                {
                    name          = "accessorPositions",
                    bufferView    = bufferViewFloatVec3.index,
                    BufferView    = bufferViewFloatVec3,
                    componentType = GLTFAccessor.ComponentType.FLOAT,
                    type          = GLTFAccessor.TypeEnum.VEC3.ToString(),
                    min           = new float[] { float.MaxValue, float.MaxValue, float.MaxValue },
                    max           = new float[] { float.MinValue, float.MinValue, float.MinValue }
                };
                accessorPositions.index = gltf.AccessorsList.Count;
                gltf.AccessorsList.Add(accessorPositions);
                meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.POSITION.ToString(), accessorPositions.index);

                // Accessor - Normals
                var accessorNormals = new GLTFAccessor
                {
                    name          = "accessorNormals",
                    bufferView    = bufferViewFloatVec3.index,
                    BufferView    = bufferViewFloatVec3,
                    componentType = GLTFAccessor.ComponentType.FLOAT,
                    type          = GLTFAccessor.TypeEnum.VEC3.ToString()
                };
                accessorNormals.index = gltf.AccessorsList.Count;
                gltf.AccessorsList.Add(accessorNormals);
                meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.NORMAL.ToString(), accessorNormals.index);

                // Accessor - Colors
                GLTFAccessor accessorColors = null;
                if (hasColor)
                {
                    accessorColors = new GLTFAccessor
                    {
                        name          = "accessorColors",
                        bufferView    = bufferViewFloatVec4.index,
                        BufferView    = bufferViewFloatVec4,
                        componentType = GLTFAccessor.ComponentType.FLOAT,
                        type          = GLTFAccessor.TypeEnum.VEC4.ToString()
                    };
                    accessorColors.index = gltf.AccessorsList.Count;
                    gltf.AccessorsList.Add(accessorColors);
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.COLOR_0.ToString(), accessorColors.index);
                }

                // Accessor - UV
                GLTFAccessor accessorUVs = null;
                if (hasUV)
                {
                    accessorUVs = new GLTFAccessor
                    {
                        name          = "accessorUVs",
                        bufferView    = bufferViewFloatVec2.index,
                        BufferView    = bufferViewFloatVec2,
                        componentType = GLTFAccessor.ComponentType.FLOAT,
                        type          = GLTFAccessor.TypeEnum.VEC2.ToString()
                    };
                    accessorUVs.index = gltf.AccessorsList.Count;
                    gltf.AccessorsList.Add(accessorUVs);
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_0.ToString(), accessorUVs.index);
                }

                // Accessor - UV2
                GLTFAccessor accessorUV2s = null;
                if (hasUV2)
                {
                    accessorUV2s = new GLTFAccessor
                    {
                        name          = "accessorUV2s",
                        bufferView    = bufferViewFloatVec2.index,
                        BufferView    = bufferViewFloatVec2,
                        componentType = GLTFAccessor.ComponentType.FLOAT,
                        type          = GLTFAccessor.TypeEnum.VEC2.ToString()
                    };
                    accessorUV2s.index = gltf.AccessorsList.Count;
                    gltf.AccessorsList.Add(accessorUV2s);
                    meshPrimitive.attributes.Add(GLTFMeshPrimitive.Attribute.TEXCOORD_1.ToString(), accessorUV2s.index);
                }


                // --------------------------
                // - Update glTF primitive --
                // --------------------------

                RaiseMessage("GLTFExporter.Mesh | Mesh as glTF", 3);

                // Material
                if (babylonMesh.materialId != null)
                {
                    // Retreive the babylon material
                    var babylonMaterialId = babylonMesh.materialId;
                    var babylonMaterials  = new List <BabylonMaterial>(babylonScene.materials);
                    var babylonMaterial   = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId);
                    if (babylonMaterial == null)
                    {
                        // It's a multi material
                        var babylonMultiMaterials = new List <BabylonMultiMaterial>(babylonScene.multiMaterials);
                        var babylonMultiMaterial  = babylonMultiMaterials.Find(_babylonMultiMaterial => _babylonMultiMaterial.id == babylonMesh.materialId);
                        babylonMaterialId = babylonMultiMaterial.materials[babylonSubMesh.materialIndex];
                        babylonMaterial   = babylonMaterials.Find(_babylonMaterial => _babylonMaterial.id == babylonMaterialId);
                    }

                    // Update primitive material index
                    var indexMaterial = babylonMaterialsToExport.FindIndex(_babylonMaterial => _babylonMaterial == babylonMaterial);
                    if (indexMaterial == -1)
                    {
                        // Store material for exportation
                        indexMaterial = babylonMaterialsToExport.Count;
                        babylonMaterialsToExport.Add(babylonMaterial);
                    }
                    meshPrimitive.material = indexMaterial;

                    // TODO - Add and retreive info from babylon material
                    meshPrimitive.mode = GLTFMeshPrimitive.FillMode.TRIANGLES;
                }

                // Update min and max vertex position for each component (X, Y, Z)
                globalVerticesSubMesh.ForEach((globalVertex) =>
                {
                    var positionArray = new float[] { globalVertex.Position.X, globalVertex.Position.Y, globalVertex.Position.Z };
                    for (int indexComponent = 0; indexComponent < positionArray.Length; indexComponent++)
                    {
                        if (positionArray[indexComponent] < accessorPositions.min[indexComponent])
                        {
                            accessorPositions.min[indexComponent] = positionArray[indexComponent];
                        }
                        if (positionArray[indexComponent] > accessorPositions.max[indexComponent])
                        {
                            accessorPositions.max[indexComponent] = positionArray[indexComponent];
                        }
                    }
                });

                // Update byte length and count of accessors, bufferViews and buffers
                // Scalar
                AddElementsToAccessor(accessorIndices, _indices.Count);
                // Vector3
                AddElementsToAccessor(accessorPositions, globalVerticesSubMesh.Count);
                AddElementsToAccessor(accessorNormals, globalVerticesSubMesh.Count);
                // Vector4
                if (hasColor)
                {
                    AddElementsToAccessor(accessorColors, globalVerticesSubMesh.Count);
                }
                // Vector2
                if (hasUV)
                {
                    AddElementsToAccessor(accessorUVs, globalVerticesSubMesh.Count);
                }
                if (hasUV2)
                {
                    AddElementsToAccessor(accessorUV2s, globalVerticesSubMesh.Count);
                }
            }
            gltfMesh.primitives = meshPrimitives.ToArray();

            // Update byte offset of bufferViews
            GLTFBufferView lastBufferView = null;

            gltf.BufferViewsList.FindAll(bufferView => bufferView.buffer == buffer.index).ForEach(bufferView =>
            {
                if (lastBufferView != null)
                {
                    bufferView.byteOffset = lastBufferView.byteOffset + lastBufferView.byteLength;
                }
                lastBufferView = bufferView;
            });


            // --------------------------
            // --------- Saving ---------
            // --------------------------

            string outputBinaryFile = Path.Combine(gltf.OutputPath, gltfMesh.name + ".bin");

            RaiseMessage("GLTFExporter.Mesh | Saving " + outputBinaryFile, 2);

            // Write data to binary file
            using (BinaryWriter writer = new BinaryWriter(File.Open(outputBinaryFile, FileMode.Create)))
            {
                // BufferView - Scalar
                gltfIndices.ForEach(n => writer.Write(n));

                // BufferView - Vector3
                globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
                {
                    List <float> vertices = globalVerticesSubMesh.SelectMany(v => new[] { v.Position.X, v.Position.Y, v.Position.Z }).ToList();
                    vertices.ForEach(n => writer.Write(n));

                    List <float> normals = globalVerticesSubMesh.SelectMany(v => new[] { v.Normal.X, v.Normal.Y, v.Normal.Z }).ToList();
                    normals.ForEach(n => writer.Write(n));
                });

                // BufferView - Vector4
                globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
                {
                    if (hasColor)
                    {
                        List <float> colors = globalVerticesSubMesh.SelectMany(v => new[] { v.Color[0], v.Color[1], v.Color[2], v.Color[3] }).ToList();
                        colors.ForEach(n => writer.Write(n));
                    }
                });

                // BufferView - Vector2
                globalVerticesSubMeshes.ForEach(globalVerticesSubMesh =>
                {
                    if (hasUV)
                    {
                        List <float> uvs = globalVerticesSubMesh.SelectMany(v => new[] { v.UV.X, v.UV.Y }).ToList();
                        uvs.ForEach(n => writer.Write(n));
                    }

                    if (hasUV2)
                    {
                        List <float> uvs2 = globalVerticesSubMesh.SelectMany(v => new[] { v.UV2.X, v.UV2.Y }).ToList();
                        uvs2.ForEach(n => writer.Write(n));
                    }
                });
            }

            return(gltfNode);
        }
Пример #25
0
        /// <summary>
        /// Create a gltf node from the babylon node.
        /// </summary>
        /// <param name="babylonNode"></param>
        /// <param name="gltf"></param>
        /// <param name="babylonScene"></param>
        /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param>
        /// <returns>The gltf node created.</returns>
        private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode)
        {
            logger.RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1);
            GLTFNode gltfNode = null;
            var      type     = babylonNode.GetType();

            var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id));

            if (nodeNodePair.Key != null)
            {
                return(nodeNodePair.Value);
            }

            // Node
            gltfNode = new GLTFNode
            {
                name  = GetUniqueNodeName(babylonNode.name),
                index = gltf.NodesList.Count
            };

            // User Custom Attributes
            if (babylonNode.metadata != null && babylonNode.metadata.Count != 0)
            {
                gltfNode.extras = babylonNode.metadata;
            }

            gltf.NodesList.Add(gltfNode);                 // add the node to the gltf list
            nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map

            // Hierarchy
            if (gltfParentNode != null)
            {
                logger.RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                logger.RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // TRS
            if (exportParameters.exportAnimationsOnly == false)
            {
                // Position
                gltfNode.translation = babylonNode.position;

                // Rotation
                if (babylonNode.rotationQuaternion != null)
                {
                    gltfNode.rotation = babylonNode.rotationQuaternion;
                }
                else
                {
                    // Convert rotation vector to quaternion
                    BabylonVector3 rotationVector3 = new BabylonVector3
                    {
                        X = babylonNode.rotation[0],
                        Y = babylonNode.rotation[1],
                        Z = babylonNode.rotation[2]
                    };
                    gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
                }

                // Scale
                gltfNode.scale = babylonNode.scaling;

                // Switch coordinate system at object level
                gltfNode.translation[2] *= -1;
                gltfNode.rotation[0]    *= -1;
                gltfNode.rotation[1]    *= -1;
            }

            ExportGLTFExtension(babylonNode, ref gltfNode, gltf);

            return(gltfNode);
        }
        /// <summary>
        /// Create a gltf node from the babylon node.
        /// </summary>
        /// <param name="babylonNode"></param>
        /// <param name="gltf"></param>
        /// <param name="babylonScene"></param>
        /// <param name="gltfParentNode">The parent of the glTF node that will be created.</param>
        /// <returns>The gltf node created.</returns>
        private GLTFNode ExportNode(BabylonNode babylonNode, GLTF gltf, BabylonScene babylonScene, GLTFNode gltfParentNode)
        {
            RaiseMessage($"GLTFExporter | ExportNode {babylonNode.name}", 1);
            GLTFNode gltfNode = null;
            var      type     = babylonNode.GetType();

            var nodeNodePair = nodeToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id));

            if (nodeNodePair.Key != null)
            {
                return(nodeNodePair.Value);
            }

            var boneNodePair = boneToGltfNodeMap.FirstOrDefault(pair => pair.Key.id.Equals(babylonNode.id));

            if (boneNodePair.Key != null)
            {
                return(boneNodePair.Value);
            }

            // Node
            gltfNode = new GLTFNode
            {
                name  = GetUniqueNodeName(babylonNode.name),
                index = gltf.NodesList.Count
            };
            gltf.NodesList.Add(gltfNode);                 // add the node to the gltf list
            nodeToGltfNodeMap.Add(babylonNode, gltfNode); // add the node to the global map

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.Node| Add " + babylonNode.name + " as child to " + gltfParentNode.name, 2);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.Node | Add " + babylonNode.name + " as root node to scene", 2);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            // Position
            gltfNode.translation = babylonNode.position;

            // Rotation
            if (babylonNode.rotationQuaternion != null)
            {
                gltfNode.rotation = babylonNode.rotationQuaternion;
            }
            else
            {
                // Convert rotation vector to quaternion
                BabylonVector3 rotationVector3 = new BabylonVector3
                {
                    X = babylonNode.rotation[0],
                    Y = babylonNode.rotation[1],
                    Z = babylonNode.rotation[2]
                };
                gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
            }

            // Scale
            gltfNode.scale = babylonNode.scaling;

            // Switch coordinate system at object level
            gltfNode.translation[2] *= -1;
            gltfNode.rotation[0]    *= -1;
            gltfNode.rotation[1]    *= -1;

            // Kuesa layers
            if (exportParameters.kuesaExportLayers && babylonNode.kuesaLayers != null)
            {
                Dictionary <string, List <int> > layers = new Dictionary <string, List <int> >();
                List <int> indexes = babylonNode.kuesaLayers.ToList <int>();
                layers["layers"] = new List <int>();
                layers["layers"].AddRange(indexes);
                if (gltfNode.extensions == null)
                {
                    gltfNode.extensions = new GLTFExtensions();
                }
                gltfNode.extensions["KDAB_Kuesa_Layers"] = layers;
            }

            return(gltfNode);
        }
Пример #27
0
        private GLTFAnimation ExportBoneAnimation(BabylonBone babylonBone, GLTF gltf, GLTFNode gltfNode)
        {
            GLTFAnimation gltfAnimation = null;

            if (gltf.AnimationsList.Count > 0)
            {
                gltfAnimation = gltf.AnimationsList[0];
            }
            else
            {
                gltfAnimation = new GLTFAnimation();
                gltf.AnimationsList.Add(gltfAnimation);
            }

            var channelList = gltfAnimation.ChannelList;
            var samplerList = gltfAnimation.SamplerList;

            if (babylonBone.animation != null && babylonBone.animation.property == "_matrix")
            {
                RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonBone.name, 2);

                var babylonAnimation = babylonBone.animation;

                // --- Input ---
                var accessorInput = _createAndPopulateInput(gltf, babylonAnimation);

                // --- Output ---
                var paths = new string[] { "translation", "rotation", "scale" };
                var accessorOutputByPath = new Dictionary <string, GLTFAccessor>();

                foreach (string path in paths)
                {
                    GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf);
                    accessorOutputByPath.Add(path, accessorOutput);
                }

                // Populate accessors
                foreach (var babylonAnimationKey in babylonAnimation.keys)
                {
                    var matrix = new BabylonMatrix();
                    matrix.m = babylonAnimationKey.values;

                    var translationBabylon  = new BabylonVector3();
                    var rotationQuatBabylon = new BabylonQuaternion();
                    var scaleBabylon        = new BabylonVector3();
                    matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon);

                    translationBabylon.Z *= -1;
                    BabylonVector3 rotationVector3 = rotationQuatBabylon.toEulerAngles();
                    rotationVector3.X  *= -1;
                    rotationVector3.Y  *= -1;
                    rotationQuatBabylon = rotationVector3.toQuaternion();

                    var outputValuesByPath = new Dictionary <string, float[]>();
                    outputValuesByPath.Add("translation", translationBabylon.ToArray());
                    outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray());
                    outputValuesByPath.Add("scale", scaleBabylon.ToArray());

                    // Store values as bytes
                    foreach (string path in paths)
                    {
                        var accessorOutput = accessorOutputByPath[path];
                        var outputValues   = outputValuesByPath[path];

                        foreach (var outputValue in outputValues)
                        {
                            accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue));
                        }
                        accessorOutput.count++;
                    }
                }
                ;

                foreach (string path in paths)
                {
                    var accessorOutput = accessorOutputByPath[path];

                    // Animation sampler
                    var gltfAnimationSampler = new GLTFAnimationSampler
                    {
                        input  = accessorInput.index,
                        output = accessorOutput.index
                    };
                    gltfAnimationSampler.index = samplerList.Count;
                    samplerList.Add(gltfAnimationSampler);

                    // Target
                    var gltfTarget = new GLTFChannelTarget
                    {
                        node = gltfNode.index
                    };
                    gltfTarget.path = path;

                    // Channel
                    var gltfChannel = new GLTFChannel
                    {
                        sampler = gltfAnimationSampler.index,
                        target  = gltfTarget
                    };
                    channelList.Add(gltfChannel);
                }
            }

            return(gltfAnimation);
        }
        private GLTFSkin ExportSkin(BabylonSkeleton babylonSkeleton, GLTF gltf, GLTFNode gltfNode)
        {
            RaiseMessage("GLTFExporter.Skin | Export skin of node '" + gltfNode.name + "' based on skeleton '" + babylonSkeleton.name + "'", 2);

            // Retreive gltf skeleton data if babylon skeleton has already been exported
            if (!alreadyExportedSkeletons.ContainsKey(babylonSkeleton))
            {
                alreadyExportedSkeletons.Add(babylonSkeleton, new BabylonSkeletonExportData());

                // Switch coordinate system at object level
                foreach (var babylonBone in babylonSkeleton.bones)
                {
                    var boneLocalMatrix = new BabylonMatrix();
                    boneLocalMatrix.m = babylonBone.matrix;

                    var translationBabylon  = new BabylonVector3();
                    var rotationQuatBabylon = new BabylonQuaternion();
                    var scale = new BabylonVector3();
                    boneLocalMatrix.decompose(scale, rotationQuatBabylon, translationBabylon);
                    translationBabylon.Z  *= -1;
                    rotationQuatBabylon.X *= -1;
                    rotationQuatBabylon.Y *= -1;
                    boneLocalMatrix        = BabylonMatrix.Compose(scale, rotationQuatBabylon, translationBabylon);

                    babylonBone.matrix = boneLocalMatrix.m;
                }
            }
            var babylonSkeletonExportData = alreadyExportedSkeletons[babylonSkeleton];

            // Skin
            var      nameSuffix = babylonSkeletonExportData.nb != 0 ? "_" + babylonSkeletonExportData.nb : "";
            GLTFSkin gltfSkin   = new GLTFSkin
            {
                name = babylonSkeleton.name + nameSuffix
            };

            gltfSkin.index = gltf.SkinsList.Count;
            gltf.SkinsList.Add(gltfSkin);
            babylonSkeletonExportData.nb++;

            var bones = new List <BabylonBone>(babylonSkeleton.bones);

            // Compute and store world matrix of each bone
            var bonesWorldMatrices = new Dictionary <int, BabylonMatrix>();

            foreach (var babylonBone in babylonSkeleton.bones)
            {
                if (!bonesWorldMatrices.ContainsKey(babylonBone.index))
                {
                    BabylonMatrix boneWorldMatrix = _getBoneWorldMatrix(babylonBone, bones);
                    bonesWorldMatrices.Add(babylonBone.index, boneWorldMatrix);
                }
            }

            // Buffer
            var buffer = GLTFBufferService.Instance.GetBuffer(gltf);

            // Accessor - InverseBindMatrices
            var accessorInverseBindMatrices = GLTFBufferService.Instance.CreateAccessor(
                gltf,
                GLTFBufferService.Instance.GetBufferViewFloatMat4(gltf, buffer),
                "accessorInverseBindMatrices",
                GLTFAccessor.ComponentType.FLOAT,
                GLTFAccessor.TypeEnum.MAT4
                );

            gltfSkin.inverseBindMatrices = accessorInverseBindMatrices.index;

            // World matrix of the node
            var nodeWorldMatrix = _getNodeWorldMatrix(gltfNode);

            var gltfJoints = new List <int>();

            foreach (var babylonBone in babylonSkeleton.bones)
            {
                GLTFNode gltfBoneNode = null;
                if (!babylonSkeletonExportData.nodeByBone.ContainsKey(babylonBone))
                {
                    // Export bone as a new node
                    gltfBoneNode = _exportBone(babylonBone, gltf, babylonSkeleton, bones);
                    babylonSkeletonExportData.nodeByBone.Add(babylonBone, gltfBoneNode);
                }
                gltfBoneNode = babylonSkeletonExportData.nodeByBone[babylonBone];

                gltfJoints.Add(gltfBoneNode.index);

                // Set this bone as skeleton if it is a root
                // Meaning of 'skeleton' here is the top root bone
                if (babylonBone.parentBoneIndex == -1)
                {
                    gltfSkin.skeleton = gltfBoneNode.index;
                }

                // Compute inverseBindMatrice for this bone when attached to this node
                var boneLocalMatrix = new BabylonMatrix();
                boneLocalMatrix.m = babylonBone.matrix;
                //printMatrix("boneLocalMatrix[" + babylonBone.name + "]", boneLocalMatrix);

                BabylonMatrix boneWorldMatrix = null;
                if (babylonBone.parentBoneIndex == -1)
                {
                    boneWorldMatrix = boneLocalMatrix;
                }
                else
                {
                    var parentWorldMatrix = bonesWorldMatrices[babylonBone.parentBoneIndex];
                    // Remove scale of parent
                    // This actually enable to take into account the scale of the bones, except for the root one
                    parentWorldMatrix = _removeScale(parentWorldMatrix);

                    boneWorldMatrix = boneLocalMatrix * parentWorldMatrix;
                }
                //printMatrix("boneWorldMatrix[" + babylonBone.name + "]", boneWorldMatrix);

                var inverseBindMatrices = nodeWorldMatrix * BabylonMatrix.Invert(boneWorldMatrix);

                // Populate accessor
                List <float> matrix = new List <float>(inverseBindMatrices.m);
                matrix.ForEach(n => accessorInverseBindMatrices.bytesList.AddRange(BitConverter.GetBytes(n)));
                accessorInverseBindMatrices.count++;
            }
            gltfSkin.joints = gltfJoints.ToArray();

            return(gltfSkin);
        }
Пример #29
0
        private void ExportBoneAnimation(GLTFAnimation gltfAnimation, int startFrame, int endFrame, GLTF gltf, BabylonNode babylonNode, GLTFNode gltfNode, BabylonAnimationGroup animationGroup = null)
        {
            var channelList = gltfAnimation.ChannelList;
            var samplerList = gltfAnimation.SamplerList;

            if (babylonNode.animations != null && babylonNode.animations[0].property == "_matrix")
            {
                logger.RaiseMessage("GLTFExporter.Animation | Export animation of bone named: " + babylonNode.name, 2);

                BabylonAnimation babylonAnimation = null;
                if (animationGroup != null)
                {
                    var targetedAnimation = animationGroup.targetedAnimations.FirstOrDefault(animation => animation.targetId == babylonNode.id);
                    if (targetedAnimation != null)
                    {
                        babylonAnimation = targetedAnimation.animation;
                    }
                }

                // otherwise fall back to the full animation track on the node.
                if (babylonAnimation == null)
                {
                    babylonAnimation = babylonNode.animations[0];
                }

                var babylonAnimationKeysInRange = babylonAnimation.keys.Where(key => key.frame >= startFrame && key.frame <= endFrame);
                if (babylonAnimationKeysInRange.Count() <= 0)
                {
                    return;
                }

                // --- Input ---
                var accessorInput = _createAndPopulateInput(gltf, babylonAnimation, startFrame, endFrame);
                if (accessorInput == null)
                {
                    return;
                }

                // --- Output ---
                var paths = new string[] { "translation", "rotation", "scale" };
                var accessorOutputByPath = new Dictionary <string, GLTFAccessor>();

                foreach (string path in paths)
                {
                    GLTFAccessor accessorOutput = _createAccessorOfPath(path, gltf);
                    accessorOutputByPath.Add(path, accessorOutput);
                }

                // Populate accessors
                foreach (var babylonAnimationKey in babylonAnimationKeysInRange)
                {
                    var matrix = new BabylonMatrix();
                    matrix.m = babylonAnimationKey.values;

                    var translationBabylon  = new BabylonVector3();
                    var rotationQuatBabylon = new BabylonQuaternion();
                    var scaleBabylon        = new BabylonVector3();
                    matrix.decompose(scaleBabylon, rotationQuatBabylon, translationBabylon);

                    // Switch coordinate system at object level
                    translationBabylon.Z  *= -1;
                    rotationQuatBabylon.X *= -1;
                    rotationQuatBabylon.Y *= -1;

                    var outputValuesByPath = new Dictionary <string, float[]>();
                    outputValuesByPath.Add("translation", translationBabylon.ToArray());
                    outputValuesByPath.Add("rotation", rotationQuatBabylon.ToArray());
                    outputValuesByPath.Add("scale", scaleBabylon.ToArray());

                    // Store values as bytes
                    foreach (string path in paths)
                    {
                        var accessorOutput = accessorOutputByPath[path];
                        var outputValues   = outputValuesByPath[path];

                        foreach (var outputValue in outputValues)
                        {
                            accessorOutput.bytesList.AddRange(BitConverter.GetBytes(outputValue));
                        }
                        accessorOutput.count++;
                    }
                }
                ;

                foreach (string path in paths)
                {
                    var accessorOutput = accessorOutputByPath[path];

                    // Animation sampler
                    var gltfAnimationSampler = new GLTFAnimationSampler
                    {
                        input  = accessorInput.index,
                        output = accessorOutput.index
                    };
                    gltfAnimationSampler.index = samplerList.Count;
                    samplerList.Add(gltfAnimationSampler);

                    // Target
                    var gltfTarget = new GLTFChannelTarget
                    {
                        node = gltfNode.index
                    };
                    gltfTarget.path = path;

                    // Channel
                    var gltfChannel = new GLTFChannel
                    {
                        sampler = gltfAnimationSampler.index,
                        target  = gltfTarget
                    };
                    channelList.Add(gltfChannel);
                }
            }

            ExportGLTFExtension(babylonNode, ref gltfAnimation, gltf);
        }
        private GLTFCamera ExportCamera(BabylonCamera babylonCamera, GLTF gltf, GLTFNode gltfParentNode)
        {
            RaiseMessage("GLTFExporter.Camera | Export camera named: " + babylonCamera.name, 1);

            // --------------------------
            // ---------- Node ----------
            // --------------------------

            RaiseMessage("GLTFExporter.Camera | Node", 2);
            // Node
            var gltfNode = new GLTFNode();

            gltfNode.name  = GetUniqueNodeName(babylonCamera.name);
            gltfNode.index = gltf.NodesList.Count;
            gltf.NodesList.Add(gltfNode);

            // Hierarchy
            if (gltfParentNode != null)
            {
                RaiseMessage("GLTFExporter.Camera | Add " + babylonCamera.name + " as child to " + gltfParentNode.name, 3);
                gltfParentNode.ChildrenList.Add(gltfNode.index);
                gltfNode.parent = gltfParentNode;
            }
            else
            {
                // It's a root node
                // Only root nodes are listed in a gltf scene
                RaiseMessage("GLTFExporter.Camera | Add " + babylonCamera.name + " as root node to scene", 3);
                gltf.scenes[0].NodesList.Add(gltfNode.index);
            }

            // Transform
            gltfNode.translation = babylonCamera.position;
            if (babylonCamera.rotationQuaternion != null)
            {
                gltfNode.rotation = babylonCamera.rotationQuaternion;
            }
            else
            {
                // Convert rotation vector to quaternion
                BabylonVector3 rotationVector3 = new BabylonVector3
                {
                    X = babylonCamera.rotation[0],
                    Y = babylonCamera.rotation[1],
                    Z = babylonCamera.rotation[2]
                };
                gltfNode.rotation = rotationVector3.toQuaternion().ToArray();
            }
            // No scaling defined for babylon camera. Use identity instead.
            gltfNode.scale = new float[3] {
                1, 1, 1
            };

            // Switch coordinate system at object level
            gltfNode.translation[2] *= -1;
            gltfNode.rotation[0]    *= -1;
            gltfNode.rotation[1]    *= -1;

            // Animations
            ExportNodeAnimation(babylonCamera, gltf, gltfNode);

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

            RaiseVerbose("GLTFExporter.Camera | babylonCamera data", 2);
            RaiseVerbose("GLTFExporter.Camera | babylonCamera.type=" + babylonCamera.type, 3);
            RaiseVerbose("GLTFExporter.Camera | babylonCamera.fov=" + babylonCamera.fov, 3);
            RaiseVerbose("GLTFExporter.Camera | babylonCamera.maxZ=" + babylonCamera.maxZ, 3);
            RaiseVerbose("GLTFExporter.Camera | babylonCamera.minZ=" + babylonCamera.minZ, 3);
            #endregion


            // --------------------------
            // ------- gltfCamera -------
            // --------------------------

            RaiseMessage("GLTFExporter.Camera | create gltfCamera", 2);

            // Camera
            var gltfCamera = new GLTFCamera {
                name = babylonCamera.name
            };
            gltfCamera.index = gltf.CamerasList.Count;
            gltf.CamerasList.Add(gltfCamera);
            gltfNode.camera     = gltfCamera.index;
            gltfCamera.gltfNode = gltfNode;

            // Camera type
            switch (babylonCamera.mode)
            {
            case (BabylonCamera.CameraMode.ORTHOGRAPHIC_CAMERA):
                var gltfCameraOrthographic = new GLTFCameraOrthographic();
                gltfCameraOrthographic.xmag  = 1;    // Do not bother about it - still mandatory
                gltfCameraOrthographic.ymag  = 1;    // Do not bother about it - still mandatory
                gltfCameraOrthographic.zfar  = babylonCamera.maxZ;
                gltfCameraOrthographic.znear = babylonCamera.minZ;

                gltfCamera.type         = GLTFCamera.CameraType.orthographic.ToString();
                gltfCamera.orthographic = gltfCameraOrthographic;
                break;

            case (BabylonCamera.CameraMode.PERSPECTIVE_CAMERA):
                var gltfCameraPerspective = new GLTFCameraPerspective();
                gltfCameraPerspective.aspectRatio = null;              // Do not bother about it - use default glTF value
                gltfCameraPerspective.yfov        = babylonCamera.fov; // Babylon camera fov mode is assumed to be vertical (FOVMODE_VERTICAL_FIXED)
                gltfCameraPerspective.zfar        = babylonCamera.maxZ;
                gltfCameraPerspective.znear       = babylonCamera.minZ;

                gltfCamera.type        = GLTFCamera.CameraType.perspective.ToString();
                gltfCamera.perspective = gltfCameraPerspective;
                break;

            default:
                RaiseError("GLTFExporter.Camera | camera mode not found");
                break;
            }

            return(gltfCamera);
        }